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. [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. https://docs.godotengine.org/en/3.4/tutorials/2d/2d_sprite_animation.html https://godotengine.org/asset-library/asset/515 Returns [code]true[/code] if an animation is currently being played. 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. Stops the current animation (does not reset the frame counter). The current animation from the [code]frames[/code] resource. If this value changes, the [code]frame[/code] counter is reset. If [code]true[/code], texture will be centered. If [code]true[/code], texture is flipped horizontally. If [code]true[/code], texture is flipped vertically. The displayed animation frame's index. The [SpriteFrames] resource containing the animation(s). The texture's drawing offset. If [code]true[/code], the [member animation] is currently playing. The animation speed is multiplied by this value. 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. Emitted when [member frame] changed.