Proxy texture for simple frame-based animations.
|float||get_frame_delay ( int frame ) const|
|Texture||get_frame_texture ( int frame ) const|
|void||set_frame_delay ( int frame, float delay )|
|void||set_frame_texture ( int frame, Texture texture )|
AnimatedTexture is a resource format for simple frame-based animations, where multiple frames textures can be chained automatically with a predefined delay for each frame. It’s not a Node, contrarily to AnimationPlayer or AnimatedSprite, but has the advantage of being usable at any place where a Texture 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.
- float fps
Number of 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). Default value: 4.
For example, an animation with 8 frames, no frame delay and a
fps value of 2 will run over 4 seconds, with one frame each 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. Default value: 1.
Retrieves the delayed assigned to the given
Retrieves the Texture assigned to the given
Defines 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