[DOCS] Update AnimatedSprite class ref
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Sprite node that can use multiple textures for animation.
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</brief_description>
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<description>
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Sprite node that can use multiple textures for animation.
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Sprite node that can use multiple textures for animation. Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel.
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</description>
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<tutorials>
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</tutorials>
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</methods>
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<members>
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<member name="animation" type="String" setter="set_animation" getter="get_animation">
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The current animation from the [code]frames[/code] resource. If this value is changed, 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">
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If [code]true[/code] texture will be centered. Default value: [code]true[/code].
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</member>
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<member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h">
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If [code]true[/code] texture is flipped horizontally. Default value: [code]false[/code].
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</member>
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<member name="flip_v" type="bool" setter="set_flip_v" getter="is_flipped_v">
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If [code]true[/code] texture is flipped vertically. Default value: [code]false[/code].
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</member>
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<member name="frame" type="int" setter="set_frame" getter="get_frame">
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The current frame 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">
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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">
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If [code]true[/code] the [code]animation[/code] is currently playing.
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</member>
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</members>
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<signals>
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<signal name="animation_finished">
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<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, before looping.
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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>
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</signal>
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<signal name="frame_changed">
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<description>
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Emitted when frame is changed.
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Emitted when [code]frame[/code] changes.
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</description>
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</signal>
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</signals>
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