AnimatedSprite3D
Inherits: SpriteBase3D < GeometryInstance3D < VisualInstance3D < Node3D < Node < Object
2D sprite node in 3D world, that can use multiple 2D textures for animation.
Description
AnimatedSprite3D is similar to the Sprite3D node, except it carries multiple textures as animation sprite_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.
Tutorials
Properties
| ||
| ||
| ||
| ||
| ||
Methods
get_playing_speed() const | |
is_playing() const | |
void | pause() |
void | play(name: StringName = &””, custom_speed: float = 1.0, from_end: bool = false) |
void | play_backwards(name: StringName = &””) |
void | set_frame_and_progress(frame: int, progress: float) |
void | stop() |
Signals
animation_changed() 🔗
Emitted when animation changes.
animation_finished() 🔗
Emitted when the animation reaches the end, or the start if it is played in reverse. When the animation finishes, it pauses the playback.
Note: This signal is not emitted if an animation is looping.
animation_looped() 🔗
Emitted when the animation loops.
frame_changed() 🔗
Emitted when frame changes.
sprite_frames_changed() 🔗
Emitted when sprite_frames changes.
Property Descriptions
StringName animation = &"default"
🔗
void set_animation(value: StringName)
StringName get_animation()
The current animation from the sprite_frames resource. If this value is changed, the frame counter and the frame_progress are reset.
The key of the animation to play when the scene loads.
The displayed animation frame’s index. Setting this property also resets frame_progress. If this is not desired, use set_frame_and_progress.
The progress value between 0.0
and 1.0
until the current frame transitions to the next frame. If the animation is playing backwards, the value transitions from 1.0
to 0.0
.
The speed scaling ratio. For example, if this value is 1
, then the animation plays at normal speed. If it’s 0.5
, then it plays at half speed. If it’s 2
, then it plays at double speed.
If set to a negative value, the animation is played in reverse. If set to 0
, the animation will not advance.
SpriteFrames sprite_frames 🔗
void set_sprite_frames(value: SpriteFrames)
SpriteFrames get_sprite_frames()
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.
Method Descriptions
float get_playing_speed() const 🔗
Returns the actual playing speed of current animation or 0
if not playing. This speed is the speed_scale property multiplied by custom_speed
argument specified when calling the play method.
Returns a negative value if the current animation is playing backwards.
Returns true
if an animation is currently playing (even if speed_scale and/or custom_speed
are 0
).
void pause() 🔗
Pauses the currently playing animation. The frame and frame_progress will be kept and calling play or play_backwards without arguments will resume the animation from the current playback position.
See also stop.
void play(name: StringName = &””, custom_speed: float = 1.0, from_end: bool = false) 🔗
Plays the animation with key name
. If custom_speed
is negative and from_end
is true
, the animation will play backwards (which is equivalent to calling play_backwards).
If this method is called with that same animation name
, or with no name
parameter, the assigned animation will resume playing if it was paused.
void play_backwards(name: StringName = &””) 🔗
Plays the animation with key name
in reverse.
This method is a shorthand for play with custom_speed = -1.0
and from_end = true
, so see its description for more information.
void set_frame_and_progress(frame: int, progress: float) 🔗
The setter of frame resets the frame_progress to 0.0
implicitly, but this method avoids that.
This is useful when you want to carry over the current frame_progress to another frame.
Example:
GDScript
# Change the animation with keeping the frame index and progress.
var current_frame = animated_sprite.get_frame()
var current_progress = animated_sprite.get_frame_progress()
animated_sprite.play("walk_another_skin")
animated_sprite.set_frame_and_progress(current_frame, current_progress)
void stop() 🔗
Stops the currently playing animation. The animation position is reset to 0
and the custom_speed
is reset to 1.0
. See also pause.
User-contributed notes
Please read the User-contributed notes policy before submitting a comment.