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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimatedSprite" inherits="Node2D" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Sprite node that can use multiple textures for animation.
</brief_description>
<description>
Sprite node that can use multiple textures for animation.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<method name="get_animation" qualifiers="const">
<return type="String">
</return>
<description>
Return the name of the current animation set to the node.
</description>
</method>
<method name="get_frame" qualifiers="const">
<return type="int">
</return>
<description>
Return the visible frame index.
</description>
</method>
<method name="get_offset" qualifiers="const">
<return type="Vector2">
</return>
<description>
Return the offset of the sprite in the node origin.
</description>
</method>
<method name="get_sprite_frames" qualifiers="const">
<return type="SpriteFrames">
</return>
<description>
Get the [SpriteFrames] resource, which contains all frames.
</description>
</method>
<method name="is_centered" qualifiers="const">
<return type="bool">
</return>
<description>
Return true when centered. See [method set_centered].
</description>
</method>
<method name="is_flipped_h" qualifiers="const">
<return type="bool">
</return>
<description>
Return true if sprite is flipped horizontally.
</description>
</method>
<method name="is_flipped_v" qualifiers="const">
<return type="bool">
</return>
<description>
Return true if sprite is flipped vertically.
</description>
</method>
<method name="is_playing" qualifiers="const">
<return type="bool">
</return>
<description>
Return true if an animation if currently being played.
</description>
</method>
<method name="play">
<return type="void">
</return>
<argument index="0" name="anim" type="String" default="""">
</argument>
<description>
Play the animation set in parameter. If no parameter is provided, the current animation is played.
</description>
</method>
<method name="set_animation">
<return type="void">
</return>
<argument index="0" name="animation" type="String">
</argument>
<description>
Set the current animation of the node and reinits the frame counter of the animation.
</description>
</method>
<method name="set_centered">
<return type="void">
</return>
<argument index="0" name="centered" type="bool">
</argument>
<description>
When turned on, offset at (0,0) is the center of the sprite, when off, the top-left corner is.
</description>
</method>
<method name="set_flip_h">
<return type="void">
</return>
<argument index="0" name="flip_h" type="bool">
</argument>
<description>
If true, sprite is flipped horizontally.
</description>
</method>
<method name="set_flip_v">
<return type="void">
</return>
<argument index="0" name="flip_v" type="bool">
</argument>
<description>
If true, sprite is flipped vertically.
</description>
</method>
<method name="set_frame">
<return type="void">
</return>
<argument index="0" name="frame" type="int">
</argument>
<description>
Set the visible sprite frame index (from the list of frames inside the [SpriteFrames] resource).
</description>
</method>
<method name="set_offset">
<return type="void">
</return>
<argument index="0" name="offset" type="Vector2">
</argument>
<description>
Set the offset of the sprite in the node origin. Position varies depending on whether it is centered or not.
</description>
</method>
<method name="set_sprite_frames">
<return type="void">
</return>
<argument index="0" name="sprite_frames" type="SpriteFrames">
</argument>
<description>
Set the [SpriteFrames] resource, which contains all frames.
</description>
</method>
<method name="stop">
<return type="void">
</return>
<description>
Stop the current animation (does not reset the frame counter).
</description>
</method>
</methods>
<members>
<member name="animation" type="String" setter="set_animation" getter="get_animation" brief="">
</member>
<member name="centered" type="bool" setter="set_centered" getter="is_centered" brief="">
</member>
<member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h" brief="">
</member>
<member name="flip_v" type="bool" setter="set_flip_v" getter="is_flipped_v" brief="">
</member>
<member name="frame" type="int" setter="set_frame" getter="get_frame" brief="">
</member>
<member name="frames" type="SpriteFrames" setter="set_sprite_frames" getter="get_sprite_frames" brief="">
</member>
<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" brief="">
</member>
<member name="playing" type="bool" setter="_set_playing" getter="_is_playing" brief="">
</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, before looping.
</description>
</signal>
<signal name="frame_changed">
<description>
Emitted when frame is changed.
</description>
</signal>
</signals>
<constants>
</constants>
</class>
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