Proxy texture for simple frame-based animations.
AnimatedTexture is a resource format for frame-based animations, where multiple textures can be chained automatically with a predefined delay for each frame. Unlike AnimationPlayer or AnimatedSprite, it isn’t a Node, but has the advantage of being usable anywhere a Texture2D resource can be used, e.g. in a TileSet.
The playback of the animation is controlled by the fps property as well as each frame’s optional delay (see set_frame_delay). The animation loops, i.e. it will restart at frame 0 automatically after playing the last frame.
AnimatedTexture currently requires all frame textures to have the same size, otherwise the bigger ones will be cropped to match the smallest one. Also, it doesn’t support AtlasTexture. Each frame needs to be separate image.
|float||get_frame_delay ( int frame ) const|
|Texture2D||get_frame_texture ( int frame ) const|
|void||set_frame_delay ( int frame, float delay )|
|void||set_frame_texture ( int frame, Texture2D texture )|
- float fps
Animation speed in frames per second. This value defines the default time interval between two frames of the animation, and thus the overall duration of the animation loop based on the frames property. A value of 0 means no predefined number of frames per second, the animation will play according to each frame’s frame delay (see set_frame_delay).
For example, an animation with 8 frames, no frame delay and a
fps value of 2 will run for 4 seconds, with each frame lasting 0.5 seconds.
- int frames
Number of frames to use in the animation. While you can create the frames independently with set_frame_texture, you need to set this value for the animation to take new frames into account. The maximum number of frames is MAX_FRAMES.
Returns the given frame’s delay value.
Returns the given frame’s Texture2D.
Sets an additional delay (in seconds) between this frame and the next one, that will be added to the time interval defined by fps. By default, frames have no delay defined. If a delay value is defined, the final time interval between this frame and the next will be
1.0 / fps + delay.
For example, for an animation with 3 frames, 2 FPS and a frame delay on the second frame of 1.2, the resulting playback will be:
Frame 0: 0.5 s (1 / fps) Frame 1: 1.7 s (1 / fps + 1.2) Frame 2: 0.5 s (1 / fps) Total duration: 2.7 s