<?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. [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. </description> <tutorials> <link title="2D Sprite animation">https://docs.godotengine.org/en/latest/tutorials/2d/2d_sprite_animation.html</link> <link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link> </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="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>