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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2020-03-30 20:32:11 +0200 |
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committer | GitHub <noreply@github.com> | 2020-03-30 20:32:11 +0200 |
commit | f3c74afd2869859fa117271264e9294d36be16e5 (patch) | |
tree | 7533def8a2a7fd1a8b52b1fe965c318eb027e781 /doc/classes/AnimatedSprite2D.xml | |
parent | 6fed21c7cb85c4dd5842d8cb9fc268957a0429fd (diff) | |
parent | eaaee63b629d6999fcc0c84e38886b964f6d051d (diff) |
Merge pull request #37436 from akien-mga/doc-node-renames
doc: Update classref with node renames
Diffstat (limited to 'doc/classes/AnimatedSprite2D.xml')
-rw-r--r-- | doc/classes/AnimatedSprite2D.xml | 87 |
1 files changed, 87 insertions, 0 deletions
diff --git a/doc/classes/AnimatedSprite2D.xml b/doc/classes/AnimatedSprite2D.xml new file mode 100644 index 0000000000..8d0534ccd2 --- /dev/null +++ b/doc/classes/AnimatedSprite2D.xml @@ -0,0 +1,87 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="AnimatedSprite2D" inherits="Node2D" version="4.0"> + <brief_description> + Sprite node that can use multiple textures for animation. + </brief_description> + <description> + Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel. + </description> + <tutorials> + </tutorials> + <methods> + <method name="is_playing" qualifiers="const"> + <return type="bool"> + </return> + <description> + Returns [code]true[/code] if an animation is currently being played. + </description> + </method> + <method name="play"> + <return type="void"> + </return> + <argument index="0" name="anim" type="StringName" default="@"""> + </argument> + <argument index="1" name="backwards" type="bool" default="false"> + </argument> + <description> + 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. + </description> + </method> + <method name="stop"> + <return type="void"> + </return> + <description> + Stops the current animation (does not reset the frame counter). + </description> + </method> + </methods> + <members> + <member name="animation" type="StringName" setter="set_animation" getter="get_animation" default="@"default""> + The current animation from the [code]frames[/code] resource. If this value changes, the [code]frame[/code] counter is reset. + </member> + <member name="centered" type="bool" setter="set_centered" getter="is_centered" default="true"> + If [code]true[/code], texture will be centered. + </member> + <member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h" default="false"> + If [code]true[/code], texture is flipped horizontally. + </member> + <member name="flip_v" type="bool" setter="set_flip_v" getter="is_flipped_v" default="false"> + If [code]true[/code], texture is flipped vertically. + </member> + <member name="frame" type="int" setter="set_frame" getter="get_frame" default="0"> + The displayed animation frame's index. + </member> + <member name="frames" type="SpriteFrames" setter="set_sprite_frames" getter="get_sprite_frames"> + The [SpriteFrames] resource containing the animation(s). + </member> + <member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2( 0, 0 )"> + 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. + </member> + <member name="shininess" type="float" setter="set_shininess" getter="get_shininess" default="1.0"> + Strength of the specular light effect of this [AnimatedSprite2D]. + </member> + <member name="specular_color" type="Color" setter="set_specular_color" getter="get_specular_color" default="Color( 1, 1, 1, 1 )"> + The color of the specular light effect. + </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. + </member> + </members> + <signals> + <signal name="animation_finished"> + <description> + 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. + </description> + </signal> + <signal name="frame_changed"> + <description> + Emitted when [member frame] changed. + </description> + </signal> + </signals> + <constants> + </constants> +</class> |