virtualx-engine/doc/classes/AnimatedSprite2D.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimatedSprite2D" inherits="Node2D" version="4.0">
<brief_description>
Sprite node that can use multiple textures for animation.
</brief_description>
<description>
Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel.
[b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps.
</description>
<tutorials>
<link title="2D Sprite animation">https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html</link>
<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
</tutorials>
<methods>
<method name="is_playing" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if an animation is currently being played.
</description>
</method>
<method name="play">
<return type="void">
</return>
<argument index="0" name="anim" type="StringName" default="&amp;&quot;&quot;">
</argument>
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<argument index="1" name="backwards" type="bool" default="false">
</argument>
<description>
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.
</description>
</method>
<method name="stop">
<return type="void">
</return>
<description>
Stops the current animation (does not reset the frame counter).
</description>
</method>
</methods>
<members>
<member name="animation" type="StringName" setter="set_animation" getter="get_animation" default="&amp;&quot;default&quot;">
The current animation from the [code]frames[/code] resource. If this value changes, the [code]frame[/code] counter is reset.
</member>
<member name="centered" type="bool" setter="set_centered" getter="is_centered" default="true">
If [code]true[/code], texture will be centered.
</member>
<member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h" default="false">
If [code]true[/code], texture is flipped horizontally.
</member>
<member name="flip_v" type="bool" setter="set_flip_v" getter="is_flipped_v" default="false">
If [code]true[/code], texture is flipped vertically.
</member>
<member name="frame" type="int" setter="set_frame" getter="get_frame" default="0">
The displayed animation frame's index.
</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).
</member>
<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)">
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The texture's drawing offset.
</member>
<member name="playing" type="bool" setter="_set_playing" getter="_is_playing" default="false">
If [code]true[/code], the [member animation] is currently playing.
</member>
<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
The animation speed is multiplied by this value.
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</member>
</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.
</description>
</signal>
<signal name="frame_changed">
<description>
Emitted when [member frame] changed.
</description>
</signal>
</signals>
<constants>
</constants>
</class>