3475156ae3
This small in-engine documentation change aims to make it easier to discover ways to handle pixel art aesthetics. - I have moved 2D pixel snapping settings out of "Advanced." This now matches other pixel-art-friendly settings for GUI Snapping and Default Texture filtering. - I've added notes to the project settings and Sprite/AnimatedSprite sources to hint users towards better understanding of why pixelated sprites may not work correctly and what to do about it. This should help users make informed decisions for their needs. Context: Proper handling of pixel art in Godot is routinely frustrating for new users: I, like others, assumed that Godot would act on pixels, not subpixels, when I was working a pixel art game. I was confused when my interpolations would appear blurry, and when pixel textures would be distorted for no apparent reason (this was because of centering). I had naively thought that setting Linear interpolation would be the single "it's a pixel art game" toggle, but that only hid the underlying issues until later. I had no idea there was a snap-to-pixel option because it was hidden in the Advanced options, since my default assumption was that a pixel art game would want no subpixels at all. Some references for the frustration: - https://github.com/godotengine/godot/issues/82696 - https://www.reddit.com/r/godot/comments/fah25e/best_way_to_achieve_pixel_perfect_rendering/ - https://shaggydev.com/2021/09/21/project-setup-for-pixel-art/
140 lines
7.8 KiB
XML
140 lines
7.8 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AnimatedSprite2D" inherits="Node2D" 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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</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="get_playing_speed" qualifiers="const">
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<return type="float" />
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<description>
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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.
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Returns a negative value if the current animation is playing backwards.
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</description>
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</method>
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<method name="is_playing" qualifiers="const">
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<return type="bool" />
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<description>
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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]).
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</description>
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</method>
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<method name="pause">
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<return type="void" />
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<description>
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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.
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See also [method stop].
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</description>
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</method>
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<method name="play">
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<return type="void" />
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<param index="0" name="name" type="StringName" default="&""" />
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<param index="1" name="custom_speed" type="float" default="1.0" />
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<param index="2" name="from_end" type="bool" default="false" />
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<description>
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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]).
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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.
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</description>
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</method>
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<method name="play_backwards">
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<return type="void" />
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<param index="0" name="name" type="StringName" default="&""" />
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<description>
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Plays the animation with key [param name] in reverse.
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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.
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</description>
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</method>
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<method name="set_frame_and_progress">
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<return type="void" />
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<param index="0" name="frame" type="int" />
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<param index="1" name="progress" type="float" />
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<description>
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The setter of [member frame] resets the [member frame_progress] to [code]0.0[/code] implicitly, but this method avoids that.
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This is useful when you want to carry over the current [member frame_progress] to another [member frame].
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[b]Example:[/b]
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[codeblocks]
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[gdscript]
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# Change the animation with keeping the frame index and progress.
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var current_frame = animated_sprite.get_frame()
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var current_progress = animated_sprite.get_frame_progress()
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animated_sprite.play("walk_another_skin")
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animated_sprite.set_frame_and_progress(current_frame, current_progress)
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[/gdscript]
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[/codeblocks]
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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 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].
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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 sprite_frames] resource. If this value is changed, the [member frame] counter and the [member frame_progress] are reset.
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</member>
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<member name="autoplay" type="String" setter="set_autoplay" getter="get_autoplay" default="""">
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The key of the animation to play when the scene loads.
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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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[b]Note:[/b] For games with a pixel art aesthetic, textures may appear deformed when centered. This is caused by their position being between pixels. To prevent this, set this property to [code]false[/code], or consider enabling [member ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel] and [member ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel].
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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. Setting this property also resets [member frame_progress]. If this is not desired, use [method set_frame_and_progress].
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</member>
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<member name="frame_progress" type="float" setter="set_frame_progress" getter="get_frame_progress" default="0.0">
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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].
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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="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
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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.
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If set to a negative value, the animation is played in reverse. If set to [code]0[/code], the animation will not advance.
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</member>
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<member name="sprite_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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</members>
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<signals>
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<signal name="animation_changed">
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<description>
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Emitted when [member animation] changes.
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</description>
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</signal>
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<signal name="animation_finished">
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<description>
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Emitted when the animation reaches the end, or the start if it is played in reverse. When the animation finishes, it pauses the playback.
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[b]Note:[/b] This signal is not emitted if an animation is looping.
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</description>
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</signal>
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<signal name="animation_looped">
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<description>
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Emitted when the animation loops.
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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] changes.
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</description>
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</signal>
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<signal name="sprite_frames_changed">
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<description>
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Emitted when [member sprite_frames] changes.
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</description>
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</signal>
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</signals>
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</class>
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