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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "AnimatedSprite" inherits= "Node2D" version= "3.2" >
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<brief_description >
Sprite node that can use multiple textures for animation.
</brief_description>
<description >
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Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel.
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[b]Note:[/b] You can associate a set of normal maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] suffix. For example, having 2 [SpriteFrames] resources [code]run[/code] and [code]run_normal[/code] will make it so the [code]run[/code] animation uses the normal map.
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</description>
<tutorials >
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<link title= "2D Sprite animation" > https://docs.godotengine.org/en/3.2/tutorials/2d/2d_sprite_animation.html</link>
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<link title= "2D Dodge The Creeps Demo" > https://godotengine.org/asset-library/asset/515</link>
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</tutorials>
<methods >
<method name= "is_playing" qualifiers= "const" >
<return type= "bool" >
</return>
<description >
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Returns [code]true[/code] if an animation is currently being played.
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</description>
</method>
<method name= "play" >
<return type= "void" >
</return>
<argument index= "0" name= "anim" type= "String" default= """" >
</argument>
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<argument index= "1" name= "backwards" type= "bool" default= "false" >
</argument>
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<description >
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Plays the animation named [code]anim[/code]. If no [code]anim[/code] is provided, the current animation is played. If [code]backwards[/code] is [code]true[/code], the animation will be played in reverse.
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</description>
</method>
<method name= "stop" >
<return type= "void" >
</return>
<description >
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Stops the current animation (does not reset the frame counter).
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</description>
</method>
</methods>
<members >
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<member name= "animation" type= "String" setter= "set_animation" getter= "get_animation" default= ""default"" >
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The current animation from the [code]frames[/code] resource. If this value changes, the [code]frame[/code] counter is reset.
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</member>
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<member name= "centered" type= "bool" setter= "set_centered" getter= "is_centered" default= "true" >
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If [code]true[/code], texture will be centered.
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</member>
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<member name= "flip_h" type= "bool" setter= "set_flip_h" getter= "is_flipped_h" default= "false" >
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If [code]true[/code], texture is flipped horizontally.
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</member>
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<member name= "flip_v" type= "bool" setter= "set_flip_v" getter= "is_flipped_v" default= "false" >
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If [code]true[/code], texture is flipped vertically.
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</member>
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<member name= "frame" type= "int" setter= "set_frame" getter= "get_frame" default= "0" >
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The displayed animation frame's index.
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</member>
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<member name= "frames" type= "SpriteFrames" setter= "set_sprite_frames" getter= "get_sprite_frames" >
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The [SpriteFrames] resource containing the animation(s).
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</member>
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<member name= "offset" type= "Vector2" setter= "set_offset" getter= "get_offset" default= "Vector2( 0, 0 )" >
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The texture's drawing offset.
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</member>
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<member name= "playing" type= "bool" setter= "_set_playing" getter= "_is_playing" default= "false" >
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If [code]true[/code], the [member animation] is currently playing.
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</member>
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<member name= "speed_scale" type= "float" setter= "set_speed_scale" getter= "get_speed_scale" default= "1.0" >
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The animation speed is multiplied by this value.
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</member>
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</members>
<signals >
<signal name= "animation_finished" >
<description >
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Emitted when the animation is finished (when it plays the last frame). If the animation is looping, this signal is emitted every time the last frame is drawn.
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</description>
</signal>
<signal name= "frame_changed" >
<description >
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Emitted when [member frame] changed.
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</description>
</signal>
</signals>
<constants >
</constants>
</class>