71 lines
4 KiB
XML
71 lines
4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AnimatedSprite2D" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Sprite node that contains multiple textures as frames to play for animation.
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</brief_description>
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<description>
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[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.
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[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.
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</description>
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<tutorials>
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<link title="2D Sprite animation">$DOCS_URL/tutorials/2d/2d_sprite_animation.html</link>
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<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
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</tutorials>
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<methods>
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<method name="play">
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<return type="void" />
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<argument index="0" name="anim" type="StringName" default="&""" />
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<argument index="1" name="backwards" type="bool" default="false" />
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<description>
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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.
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</description>
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</method>
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<method name="stop">
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<return type="void" />
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<description>
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Stops the current animation (does not reset the frame counter).
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</description>
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</method>
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</methods>
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<members>
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<member name="animation" type="StringName" setter="set_animation" getter="get_animation" default="&"default"">
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The current animation from the [member frames] resource. If this value changes, 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" default="true">
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If [code]true[/code], texture will be centered.
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</member>
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<member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h" default="false">
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If [code]true[/code], texture is flipped horizontally.
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</member>
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<member name="flip_v" type="bool" setter="set_flip_v" getter="is_flipped_v" default="false">
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If [code]true[/code], texture is flipped vertically.
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</member>
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<member name="frame" type="int" setter="set_frame" getter="get_frame" default="0">
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The displayed animation frame's 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). Allows you the option to load, edit, clear, make unique and save the states of the [SpriteFrames] resource.
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</member>
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<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)">
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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" default="false">
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If [code]true[/code], the [member animation] is currently playing.
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</member>
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<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
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The animation speed is multiplied by this value.
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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.
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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 [member frame] changed.
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</description>
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</signal>
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</signals>
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</class>
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