Sprite node that contains multiple textures as frames to play for animation. [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. $DOCS_URL/tutorials/2d/2d_sprite_animation.html https://godotengine.org/asset-library/asset/515 Returns the actual playing speed of current animation or [code]0[/code] if not playing. This speed is the [member speed_scale] property multiplied by [code]custom_speed[/code] argument specified when calling the [method play] method. Returns a negative value if the current animation is playing backwards. Returns [code]true[/code] if an animation is currently playing (even if [member speed_scale] and/or [code]custom_speed[/code] are [code]0[/code]). Pauses the currently playing animation. The [member frame] and [member frame_progress] will be kept and calling [method play] or [method play_backwards] without arguments will resume the animation from the current playback position. See also [method stop]. Plays the animation with key [param name]. If [param custom_speed] is negative and [param from_end] is [code]true[/code], the animation will play backwards (which is equivalent to calling [method play_backwards]). If this method is called with that same animation [param name], or with no [param name] parameter, the assigned animation will resume playing if it was paused. Plays the animation with key [param name] in reverse. This method is a shorthand for [method play] with [code]custom_speed = -1.0[/code] and [code]from_end = true[/code], so see its description for more information. The setter of [member frame] resets the [member frame_progress] to [code]0.0[/code] implicitly, but this method avoids that. This is useful when you want to carry over the current [member frame_progress] to another [member frame]. [b]Example:[/b] [codeblocks] [gdscript] # Change the animation with keeping the frame index and progress. var current_frame = animated_sprite.get_frame() var current_progress = animated_sprite.get_frame_progress() animated_sprite.play("walk_another_skin") animated_sprite.set_frame_and_progress(current_frame, current_progress) [/gdscript] [/codeblocks] Stops the currently playing animation. The animation position is reset to [code]0[/code] and the [code]custom_speed[/code] is reset to [code]1.0[/code]. See also [method pause]. The current animation from the [member sprite_frames] resource. If this value is changed, the [member frame] counter and the [member frame_progress] are reset. The key of the animation to play when the scene loads. 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. Setting this property also resets [member frame_progress]. If this is not desired, use [method set_frame_and_progress]. The progress value between [code]0.0[/code] and [code]1.0[/code] until the current frame transitions to the next frame. If the animation is playing backwards, the value transitions from [code]1.0[/code] to [code]0.0[/code]. The texture's drawing offset. The speed scaling ratio. For example, if this value is [code]1[/code], then the animation plays at normal speed. If it's [code]0.5[/code], then it plays at half speed. If it's [code]2[/code], then it plays at double speed. If set to a negative value, the animation is played in reverse. If set to [code]0[/code], the animation will not advance. The [SpriteFrames] resource containing the animation(s). Allows you the option to load, edit, clear, make unique and save the states of the [SpriteFrames] resource. Emitted when [member animation] changes. Emitted when the animation reaches the end, or the start if it is played in reverse. When the animation finishes, it pauses the playback. [b]Note:[/b] This signal is not emitted if an animation is looping. Emitted when the animation loops. Emitted when [member frame] changes. Emitted when [member sprite_frames] changes.