virtualx-engine/doc/classes/AnimatedTexture.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimatedTexture" inherits="Texture" category="Core" version="3.1">
<brief_description>
Proxy texture for simple frame-based animations.
</brief_description>
<description>
[code]AnimatedTexture[/code] is a resource format for simple frame-based animations, where multiple frames textures can be chained automatically with a predefined delay for each frame. It's not a [Node], contrarily to [AnimationPlayer] or [AnimatedSprite], but has the advantage of being usable at any place where a [Texture] resource can be used, e.g. in a [TileSet].
The playback of the animation is controlled by the [member fps] property as well as each frame's optional delay (see [method set_frame_delay]). The animation loops, i.e. it will restart at frame 0 automatically after playing the last frame.
[code]AnimatedTexture[/code] currently requires all frame textures to have the same size, otherwise the bigger ones will be cropped to match the smallest one.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_frame_delay" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="frame" type="int">
</argument>
<description>
Retrieves the delayed assigned to the given [code]frame[/code] ID.
</description>
</method>
<method name="get_frame_texture" qualifiers="const">
<return type="Texture">
</return>
<argument index="0" name="frame" type="int">
</argument>
<description>
Retrieves the [Texture] assigned to the given [code]frame[/code] ID.
</description>
</method>
<method name="set_frame_delay">
<return type="void">
</return>
<argument index="0" name="frame" type="int">
</argument>
<argument index="1" name="delay" type="float">
</argument>
<description>
Defines an additional delay (in seconds) between this frame and the next one, that will be added to the time interval defined by [member fps]. By default, frames have no delay defined. If a delay value is defined, the final time interval between this frame and the next will be [code]1.0 / fps + delay[/code].
For example, for an animation with 3 frames, 2 FPS and a frame delay on the second frame of 1.2, the resulting playback will be:
[codeblock]
Frame 0: 0.5 s (1 / fps)
Frame 1: 1.7 s (1 / fps + 1.2)
Frame 2: 0.5 s (1 / fps)
Total duration: 2.7 s
[/codeblock]
</description>
</method>
<method name="set_frame_texture">
<return type="void">
</return>
<argument index="0" name="frame" type="int">
</argument>
<argument index="1" name="texture" type="Texture">
</argument>
<description>
Assigns a [Texture] to the given [code]frame[/code] ID. IDs start at 0 (so the first frame has ID 0, and the last frame of the animation has ID [member frames] - 1).
You can define any frame texture up to [constant MAX_FRAMES], but keep in mind that only frames from 0 to [member frames] - 1 will be part of the animation.
</description>
</method>
</methods>
<members>
<member name="fps" type="float" setter="set_fps" getter="get_fps">
Number of frames per second. This value defines the default time interval between two frames of the animation, and thus the overall duration of the animation loop based on the [member frames] property. A value of 0 means no predefined number of frames per second, the animation will play according to each frame's frame delay (see [method set_frame_delay]). Default value: 4.
For example, an animation with 8 frames, no frame delay and a [code]fps[/code] value of 2 will run over 4 seconds, with one frame each 0.5 seconds.
</member>
<member name="frames" type="int" setter="set_frames" getter="get_frames">
Number of frames to use in the animation. While you can create the frames independently with [method set_frame_texture], you need to set this value for the animation to take new frames into account. The maximum number of frames is [constant MAX_FRAMES]. Default value: 1.
</member>
</members>
<constants>
<constant name="MAX_FRAMES" value="256">
The maximum number of frames supported by [code]AnimatedTexture[/code]. If you need more frames in your animation, use [AnimationPlayer] or [AnimatedSprite].
</constant>
</constants>
</class>