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SpriteFrames
Hérite de : Resource < RefCounted < Object
Bibliothèque de trames de sprites pour AnimatedSprite2D et AnimatedSprite3D.
Description
Sprite frame library for an AnimatedSprite2D or AnimatedSprite3D node. Contains frames and animation data for playback.
Méthodes
void |
add_animation(anim: StringName) |
void |
add_frame(anim: StringName, texture: Texture2D, duration: float = 1.0, at_position: int = -1) |
void |
clear(anim: StringName) |
void |
|
void |
duplicate_animation(anim_from: StringName, anim_to: StringName) |
get_animation_loop(anim: StringName) const |
|
get_animation_loop_mode(anim: StringName) const |
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get_animation_names() const |
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get_animation_speed(anim: StringName) const |
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get_frame_count(anim: StringName) const |
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get_frame_duration(anim: StringName, idx: int) const |
|
get_frame_texture(anim: StringName, idx: int) const |
|
has_animation(anim: StringName) const |
|
void |
remove_animation(anim: StringName) |
void |
remove_frame(anim: StringName, idx: int) |
void |
rename_animation(anim: StringName, newname: StringName) |
void |
set_animation_loop(anim: StringName, loop: bool) |
void |
set_animation_loop_mode(anim: StringName, loop_mode: LoopMode) |
void |
set_animation_speed(anim: StringName, fps: float) |
void |
set_frame(anim: StringName, idx: int, texture: Texture2D, duration: float = 1.0) |
Énumérations
enum LoopMode: 🔗
LoopMode LOOP_NONE = 0
The animation plays once and stops when it reaches the end, or the start if played in reverse.
LoopMode LOOP_LINEAR = 1
The animation restarts from the beginning when it reaches the end, or from the end if played in reverse, repeating continuously.
LoopMode LOOP_PINGPONG = 2
The animation alternates direction each time it reaches the end or start, playing forward and then in reverse repeatedly.
Note: Both AnimatedSprite2D and AnimatedSprite3D play the first/last frame for its duration only once at each end of the animation loop (instead of twice, once per forward/backward animation direction).
Descriptions des méthodes
void add_animation(anim: StringName) 🔗
Adds a new anim animation to the library.
void add_frame(anim: StringName, texture: Texture2D, duration: float = 1.0, at_position: int = -1) 🔗
Adds a frame to the anim animation. If at_position is -1, the frame will be added to the end of the animation. duration specifies the relative duration, see get_frame_duration() for details.
void clear(anim: StringName) 🔗
Retire toutes les trames de l'animation anim.
void clear_all() 🔗
Removes all animations. An empty default animation will be created.
void duplicate_animation(anim_from: StringName, anim_to: StringName) 🔗
Duplicates the animation anim_from to a new animation named anim_to. Fails if anim_to already exists, or if anim_from does not exist.
bool get_animation_loop(anim: StringName) const 🔗
Obsolète : Use get_animation_loop_mode() instead.
Returns true if get_animation_loop_mode(anim) == LOOP_LINEAR. Otherwise, returns false.
LoopMode get_animation_loop_mode(anim: StringName) const 🔗
Returns the loop mode for the anim animation.
PackedStringArray get_animation_names() const 🔗
Renvoie un tableau contenant les noms associés à chaque animation. Ces valeurs sont triées dans l'ordre alphabétique.
float get_animation_speed(anim: StringName) const 🔗
Returns the speed in frames per second for the anim animation.
int get_frame_count(anim: StringName) const 🔗
Returns the number of frames for the anim animation.
float get_frame_duration(anim: StringName, idx: int) const 🔗
Returns a relative duration of the frame idx in the anim animation (defaults to 1.0). For example, a frame with a duration of 2.0 is displayed twice as long as a frame with a duration of 1.0. You can calculate the absolute duration (in seconds) of a frame using the following formula:
absolute_duration = relative_duration / (animation_fps * abs(playing_speed))
In this example, playing_speed refers to either AnimatedSprite2D.get_playing_speed() or AnimatedSprite3D.get_playing_speed().
Texture2D get_frame_texture(anim: StringName, idx: int) const 🔗
Returns the texture of the frame idx in the anim animation.
bool has_animation(anim: StringName) const 🔗
Renvoie true si l'animation anim existe.
void remove_animation(anim: StringName) 🔗
Retire l'animation anim.
void remove_frame(anim: StringName, idx: int) 🔗
Removes the anim animation's frame idx.
void rename_animation(anim: StringName, newname: StringName) 🔗
Changes the anim animation's name to newname.
void set_animation_loop(anim: StringName, loop: bool) 🔗
Obsolète : Use set_animation_loop_mode() instead.
If loop is false equivalent to set_animation_loop_mode(LOOP_NONE).
If loop is true equivalent to set_animation_loop_mode(LOOP_LINEAR).
void set_animation_loop_mode(anim: StringName, loop_mode: LoopMode) 🔗
Sets the loop_mode for the anim animation.
void set_animation_speed(anim: StringName, fps: float) 🔗
Sets the speed for the anim animation in frames per second.
void set_frame(anim: StringName, idx: int, texture: Texture2D, duration: float = 1.0) 🔗
Sets the texture and the duration of the frame idx in the anim animation. duration specifies the relative duration, see get_frame_duration() for details.