Allow negative speed_scale in AnimatedSprite2D & 3D

If the `speed_scale` is set to a negative value, the animation plays in reverse.
The second parameter of `play()` still reverses as before. if `speed_scale` and the second parameter of `play()` is true, the animation plays forward.

Also updates the documentation to better describe the pausing and playing behaviour.
This commit is contained in:
Micky 2022-08-31 16:15:24 +02:00
parent 43a3fc7859
commit 8142bc4ddd
6 changed files with 69 additions and 67 deletions

View file

@ -5,6 +5,8 @@
</brief_description>
<description>
[AnimatedSprite2D] is similar to the [Sprite2D] node, except it carries multiple textures as animation frames. Animations are created using a [SpriteFrames] resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The [SpriteFrames] resource can be configured in the editor via the SpriteFrames bottom panel.
After setting up [member frames], [method play] may be called. It's also possible to select an [member animation] and toggle [member playing], even within the editor.
To pause the current animation, call [method stop] or set [member playing] to [code]false[/code]. Alternatively, setting [member speed_scale] to [code]0[/code] also preserves the current frame's elapsed time.
[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>
@ -17,13 +19,14 @@
<param index="0" name="anim" type="StringName" default="&amp;&quot;&quot;" />
<param index="1" name="backwards" type="bool" default="false" />
<description>
Plays the animation named [param anim]. If no [param anim] is provided, the current animation is played. If [code]backwards[/code] is [code]true[/code], the animation will be played in reverse.
Plays the animation named [param anim]. If no [param anim] is provided, the current animation is played. If [param backwards] is [code]true[/code], the animation is played in reverse.
</description>
</method>
<method name="stop">
<return type="void" />
<description>
Stops the current animation (does not reset the frame counter).
Stops the current [member animation] at the current [member frame].
[b]Note:[/b] This method resets the current frame's elapsed time. If this behavior is undesired, consider setting [member speed_scale] to [code]0[/code], instead.
</description>
</method>
</methods>
@ -50,10 +53,10 @@
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.
If [code]true[/code], the [member animation] is currently playing. Setting this property to [code]false[/code] is the equivalent of calling [method stop].
</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.
The animation speed is multiplied by this value. If set to a negative value, the animation is played in reverse. If set to [code]0[/code], the animation is paused, preserving the current frame's elapsed time.
</member>
</members>
<signals>

View file

@ -4,7 +4,9 @@
2D sprite node in 3D world, that can use multiple 2D textures for animation.
</brief_description>
<description>
Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel.
[AnimatedSprite3D] is similar to the [Sprite3D] node, except it carries multiple textures as animation [member frames]. Animations are created using a [SpriteFrames] resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The [SpriteFrames] resource can be configured in the editor via the SpriteFrames bottom panel.
After setting up [member frames], [method play] may be called. It's also possible to select an [member animation] and toggle [member playing], even within the editor.
To pause the current animation, call [method stop] or set [member playing] to [code]false[/code]. Alternatively, setting [member speed_scale] to [code]0[/code] also preserves the current frame's elapsed time.
</description>
<tutorials>
<link title="2D Sprite animation (also applies to 3D)">$DOCS_URL/tutorials/2d/2d_sprite_animation.html</link>
@ -15,13 +17,14 @@
<param index="0" name="anim" type="StringName" default="&amp;&quot;&quot;" />
<param index="1" name="backwards" type="bool" default="false" />
<description>
Plays the animation named [param anim]. If no [param anim] is provided, the current animation is played. If [param backwards] is [code]true[/code], the animation will be played in reverse.
Plays the animation named [param anim]. If no [param anim] is provided, the current animation is played. If [param backwards] is [code]true[/code], the animation is played in reverse.
</description>
</method>
<method name="stop">
<return type="void" />
<description>
Stops the current animation (does not reset the frame counter).
Stops the current [member animation] at the current [member frame].
[b]Note:[/b] This method resets the current frame's elapsed time. If this behavior is undesired, consider setting [member speed_scale] to [code]0[/code], instead.
</description>
</method>
</methods>
@ -36,10 +39,10 @@
The [SpriteFrames] resource containing the animation(s).
</member>
<member name="playing" type="bool" setter="set_playing" getter="is_playing" default="false">
If [code]true[/code], the [member animation] is currently playing.
If [code]true[/code], the [member animation] is currently playing. Setting this property to [code]false[/code] is the equivalent of calling [method stop].
</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.
The animation speed is multiplied by this value. If set to a negative value, the animation is played in reverse. If set to [code]0[/code], the animation is paused, preserving the current frame's elapsed time.
</member>
</members>
<signals>

View file

@ -63,9 +63,13 @@ Rect2 AnimatedSprite2D::_edit_get_rect() const {
}
bool AnimatedSprite2D::_edit_use_rect() const {
if (!frames.is_valid() || !frames->has_animation(animation) || frame < 0 || frame >= frames->get_frame_count(animation)) {
if (frames.is_null() || !frames->has_animation(animation)) {
return false;
}
if (frame < 0 || frame >= frames->get_frame_count(animation)) {
return false;
}
Ref<Texture2D> t;
if (animation) {
t = frames->get_frame(animation, frame);
@ -79,7 +83,10 @@ Rect2 AnimatedSprite2D::get_anchorable_rect() const {
}
Rect2 AnimatedSprite2D::_get_rect() const {
if (!frames.is_valid() || !frames->has_animation(animation) || frame < 0 || frame >= frames->get_frame_count(animation)) {
if (frames.is_null() || !frames->has_animation(animation)) {
return Rect2();
}
if (frame < 0 || frame >= frames->get_frame_count(animation)) {
return Rect2();
}
@ -154,29 +161,22 @@ void AnimatedSprite2D::_validate_property(PropertyInfo &p_property) const {
void AnimatedSprite2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_INTERNAL_PROCESS: {
if (frames.is_null()) {
if (frames.is_null() || !frames->has_animation(animation)) {
return;
}
if (!frames->has_animation(animation)) {
return;
}
if (frame < 0) {
return;
double speed = frames->get_animation_speed(animation) * Math::abs(speed_scale);
if (speed == 0) {
return; // Do nothing.
}
int last_frame = frames->get_frame_count(animation) - 1;
double remaining = get_process_delta_time();
while (remaining) {
double speed = frames->get_animation_speed(animation) * speed_scale;
if (speed == 0) {
return; // Do nothing.
}
if (timeout <= 0) {
timeout = _get_frame_duration();
int last_frame = frames->get_frame_count(animation) - 1;
if (!backwards) {
if (!playing_backwards) {
// Forward.
if (frame >= last_frame) {
if (frames->get_animation_loop(animation)) {
@ -222,13 +222,7 @@ void AnimatedSprite2D::_notification(int p_what) {
} break;
case NOTIFICATION_DRAW: {
if (frames.is_null()) {
return;
}
if (frame < 0) {
return;
}
if (!frames->has_animation(animation)) {
if (frames.is_null() || !frames->has_animation(animation)) {
return;
}
@ -320,9 +314,14 @@ int AnimatedSprite2D::get_frame() const {
}
void AnimatedSprite2D::set_speed_scale(double p_speed_scale) {
if (speed_scale == p_speed_scale) {
return;
}
double elapsed = _get_frame_duration() - timeout;
speed_scale = MAX(p_speed_scale, 0.0f);
speed_scale = p_speed_scale;
playing_backwards = signbit(speed_scale) != backwards;
// We adapt the timeout so that the animation speed adapts as soon as the speed scale is changed.
_reset_timeout();
@ -390,12 +389,13 @@ bool AnimatedSprite2D::is_playing() const {
return playing;
}
void AnimatedSprite2D::play(const StringName &p_animation, const bool p_backwards) {
void AnimatedSprite2D::play(const StringName &p_animation, bool p_backwards) {
backwards = p_backwards;
playing_backwards = signbit(speed_scale) != backwards;
if (p_animation) {
set_animation(p_animation);
if (frames.is_valid() && backwards && get_frame() == 0) {
if (frames.is_valid() && playing_backwards && get_frame() == 0) {
set_frame(frames->get_frame_count(p_animation) - 1);
}
}
@ -410,7 +410,7 @@ void AnimatedSprite2D::stop() {
double AnimatedSprite2D::_get_frame_duration() {
if (frames.is_valid() && frames->has_animation(animation)) {
double speed = frames->get_animation_speed(animation) * speed_scale;
double speed = frames->get_animation_speed(animation) * Math::abs(speed_scale);
if (speed > 0) {
return 1.0 / speed;
}

View file

@ -39,6 +39,7 @@ class AnimatedSprite2D : public Node2D {
Ref<SpriteFrames> frames;
bool playing = false;
bool playing_backwards = false;
bool backwards = false;
StringName animation = "default";
int frame = 0;
@ -81,7 +82,7 @@ public:
void set_sprite_frames(const Ref<SpriteFrames> &p_frames);
Ref<SpriteFrames> get_sprite_frames() const;
void play(const StringName &p_animation = StringName(), const bool p_backwards = false);
void play(const StringName &p_animation = StringName(), bool p_backwards = false);
void stop();
void set_playing(bool p_playing);

View file

@ -447,7 +447,7 @@ void Sprite3D::_draw() {
if (get_base() != get_mesh()) {
set_base(get_mesh());
}
if (!texture.is_valid()) {
if (texture.is_null()) {
set_base(RID());
return;
}
@ -807,15 +807,7 @@ void AnimatedSprite3D::_draw() {
set_base(get_mesh());
}
if (frames.is_null()) {
return;
}
if (frame < 0) {
return;
}
if (!frames->has_animation(animation)) {
if (frames.is_null() || !frames->has_animation(animation)) {
return;
}
@ -1043,29 +1035,22 @@ void AnimatedSprite3D::_validate_property(PropertyInfo &p_property) const {
void AnimatedSprite3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_INTERNAL_PROCESS: {
if (frames.is_null()) {
if (frames.is_null() || !frames->has_animation(animation)) {
return;
}
if (!frames->has_animation(animation)) {
return;
}
if (frame < 0) {
return;
double speed = frames->get_animation_speed(animation) * Math::abs(speed_scale);
if (speed == 0) {
return; // Do nothing.
}
int last_frame = frames->get_frame_count(animation) - 1;
double remaining = get_process_delta_time();
while (remaining) {
double speed = frames->get_animation_speed(animation) * speed_scale;
if (speed == 0) {
return; // Do nothing.
}
if (timeout <= 0) {
timeout = _get_frame_duration();
int last_frame = frames->get_frame_count(animation) - 1;
if (!backwards) {
if (!playing_backwards) {
// Forward.
if (frame >= last_frame) {
if (frames->get_animation_loop(animation)) {
@ -1170,9 +1155,14 @@ int AnimatedSprite3D::get_frame() const {
}
void AnimatedSprite3D::set_speed_scale(double p_speed_scale) {
if (speed_scale == p_speed_scale) {
return;
}
double elapsed = _get_frame_duration() - timeout;
speed_scale = MAX(p_speed_scale, 0.0f);
speed_scale = p_speed_scale;
playing_backwards = signbit(speed_scale) != backwards;
// We adapt the timeout so that the animation speed adapts as soon as the speed scale is changed.
_reset_timeout();
@ -1184,7 +1174,10 @@ double AnimatedSprite3D::get_speed_scale() const {
}
Rect2 AnimatedSprite3D::get_item_rect() const {
if (!frames.is_valid() || !frames->has_animation(animation) || frame < 0 || frame >= frames->get_frame_count(animation)) {
if (frames.is_null() || !frames->has_animation(animation)) {
return Rect2(0, 0, 1, 1);
}
if (frame < 0 || frame >= frames->get_frame_count(animation)) {
return Rect2(0, 0, 1, 1);
}
@ -1228,12 +1221,13 @@ bool AnimatedSprite3D::is_playing() const {
return playing;
}
void AnimatedSprite3D::play(const StringName &p_animation, const bool p_backwards) {
void AnimatedSprite3D::play(const StringName &p_animation, bool p_backwards) {
backwards = p_backwards;
playing_backwards = signbit(speed_scale) != backwards;
if (p_animation) {
set_animation(p_animation);
if (frames.is_valid() && backwards && get_frame() == 0) {
if (frames.is_valid() && playing_backwards && get_frame() == 0) {
set_frame(frames->get_frame_count(p_animation) - 1);
}
}
@ -1248,7 +1242,7 @@ void AnimatedSprite3D::stop() {
double AnimatedSprite3D::_get_frame_duration() {
if (frames.is_valid() && frames->has_animation(animation)) {
double speed = frames->get_animation_speed(animation) * speed_scale;
double speed = frames->get_animation_speed(animation) * Math::abs(speed_scale);
if (speed > 0) {
return 1.0 / speed;
}

View file

@ -209,6 +209,7 @@ class AnimatedSprite3D : public SpriteBase3D {
Ref<SpriteFrames> frames;
bool playing = false;
bool playing_backwards = false;
bool backwards = false;
StringName animation = "default";
int frame = 0;
@ -237,7 +238,7 @@ public:
void set_sprite_frames(const Ref<SpriteFrames> &p_frames);
Ref<SpriteFrames> get_sprite_frames() const;
void play(const StringName &p_animation = StringName(), const bool p_backwards = false);
void play(const StringName &p_animation = StringName(), bool p_backwards = false);
void stop();
void set_playing(bool p_playing);