AnimatedTexture

Inherits: Texture2D < Texture < Resource < RefCounted < Object

Proxy texture for simple frame-based animations.

Description

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 AnimatedSprite2D, 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 speed_scale property, as well as each frame's duration (see set_frame_duration). 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.

Note: AnimatedTexture doesn't support using AtlasTextures. Each frame needs to be a separate Texture2D.

Properties

int

current_frame

int

frames

1

bool

one_shot

false

bool

pause

false

float

speed_scale

1.0

Methods

float

get_frame_duration ( int frame ) const

Texture2D

get_frame_texture ( int frame ) const

void

set_frame_duration ( int frame, float duration )

void

set_frame_texture ( int frame, Texture2D texture )

Constants

  • MAX_FRAMES = 256 --- The maximum number of frames supported by AnimatedTexture. If you need more frames in your animation, use AnimationPlayer or AnimatedSprite2D.

Property Descriptions

  • int current_frame

Setter

set_current_frame(value)

Getter

get_current_frame()

Sets the currently visible frame of the texture.


Default

1

Setter

set_frames(value)

Getter

get_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.


Default

false

Setter

set_one_shot(value)

Getter

get_one_shot()

If true, the animation will only play once and will not loop back to the first frame after reaching the end. Note that reaching the end will not set pause to true.


Default

false

Setter

set_pause(value)

Getter

get_pause()

If true, the animation will pause where it currently is (i.e. at current_frame). The animation will continue from where it was paused when changing this property to false.


Default

1.0

Setter

set_speed_scale(value)

Getter

get_speed_scale()

The animation speed is multiplied by this value. If set to a negative value, the animation is played in reverse.

Method Descriptions

  • float get_frame_duration ( int frame ) const

Returns the given frame's duration, in seconds.


Returns the given frame's Texture2D.


  • void set_frame_duration ( int frame, float duration )

Sets the duration of any given frame. The final duration is affected by the speed_scale. If set to 0, the frame is skipped during playback.


Assigns a Texture2D to the given frame. Frame IDs start at 0, so the first frame has ID 0, and the last frame of the animation has ID frames - 1.

You can define any number of textures up to MAX_FRAMES, but keep in mind that only frames from 0 to frames - 1 will be part of the animation.