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<?xml version="1.0" encoding="UTF-8" ?>
<class name= "AnimatedSprite" inherits= "Node2D" category= "Core" version= "3.0.alpha.custom_build" >
<brief_description >
Sprite node that can use multiple textures for animation.
</brief_description>
<description >
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Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel.
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</description>
<tutorials >
</tutorials>
<demos >
</demos>
<methods >
<method name= "get_animation" qualifiers= "const" >
<return type= "String" >
</return>
<description >
Return the name of the current animation set to the node.
</description>
</method>
<method name= "get_frame" qualifiers= "const" >
<return type= "int" >
</return>
<description >
Return the visible frame index.
</description>
</method>
<method name= "get_offset" qualifiers= "const" >
<return type= "Vector2" >
</return>
<description >
Return the offset of the sprite in the node origin.
</description>
</method>
<method name= "get_sprite_frames" qualifiers= "const" >
<return type= "SpriteFrames" >
</return>
<description >
Get the [SpriteFrames] resource, which contains all frames.
</description>
</method>
<method name= "is_centered" qualifiers= "const" >
<return type= "bool" >
</return>
<description >
Return true when centered. See [method set_centered].
</description>
</method>
<method name= "is_flipped_h" qualifiers= "const" >
<return type= "bool" >
</return>
<description >
Return true if sprite is flipped horizontally.
</description>
</method>
<method name= "is_flipped_v" qualifiers= "const" >
<return type= "bool" >
</return>
<description >
Return true if sprite is flipped vertically.
</description>
</method>
<method name= "is_playing" qualifiers= "const" >
<return type= "bool" >
</return>
<description >
Return true if an animation if currently being played.
</description>
</method>
<method name= "play" >
<return type= "void" >
</return>
<argument index= "0" name= "anim" type= "String" default= """" >
</argument>
<description >
Play the animation set in parameter. If no parameter is provided, the current animation is played.
</description>
</method>
<method name= "set_animation" >
<return type= "void" >
</return>
<argument index= "0" name= "animation" type= "String" >
</argument>
<description >
Set the current animation of the node and reinits the frame counter of the animation.
</description>
</method>
<method name= "set_centered" >
<return type= "void" >
</return>
<argument index= "0" name= "centered" type= "bool" >
</argument>
<description >
When turned on, offset at (0,0) is the center of the sprite, when off, the top-left corner is.
</description>
</method>
<method name= "set_flip_h" >
<return type= "void" >
</return>
<argument index= "0" name= "flip_h" type= "bool" >
</argument>
<description >
If true, sprite is flipped horizontally.
</description>
</method>
<method name= "set_flip_v" >
<return type= "void" >
</return>
<argument index= "0" name= "flip_v" type= "bool" >
</argument>
<description >
If true, sprite is flipped vertically.
</description>
</method>
<method name= "set_frame" >
<return type= "void" >
</return>
<argument index= "0" name= "frame" type= "int" >
</argument>
<description >
Set the visible sprite frame index (from the list of frames inside the [SpriteFrames] resource).
</description>
</method>
<method name= "set_offset" >
<return type= "void" >
</return>
<argument index= "0" name= "offset" type= "Vector2" >
</argument>
<description >
Set the offset of the sprite in the node origin. Position varies depending on whether it is centered or not.
</description>
</method>
<method name= "set_sprite_frames" >
<return type= "void" >
</return>
<argument index= "0" name= "sprite_frames" type= "SpriteFrames" >
</argument>
<description >
Set the [SpriteFrames] resource, which contains all frames.
</description>
</method>
<method name= "stop" >
<return type= "void" >
</return>
<description >
Stop the current animation (does not reset the frame counter).
</description>
</method>
</methods>
<members >
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<member name= "animation" type= "String" setter= "set_animation" getter= "get_animation" >
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The current animation from the [code]frames[/code] resource. If this value changes, the [code]frame[/code] counter is reset.
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</member>
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<member name= "centered" type= "bool" setter= "set_centered" getter= "is_centered" >
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If [code]true[/code] texture will be centered. Default value: [code]true[/code].
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</member>
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<member name= "flip_h" type= "bool" setter= "set_flip_h" getter= "is_flipped_h" >
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If [code]true[/code] texture is flipped horizontally. Default value: [code]false[/code].
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</member>
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<member name= "flip_v" type= "bool" setter= "set_flip_v" getter= "is_flipped_v" >
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If [code]true[/code] texture is flipped vertically. Default value: [code]false[/code].
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</member>
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<member name= "frame" type= "int" setter= "set_frame" getter= "get_frame" >
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The displayed animation frame's index.
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</member>
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<member name= "frames" type= "SpriteFrames" setter= "set_sprite_frames" getter= "get_sprite_frames" >
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The [SpriteFrames] resource containing the animation(s).
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</member>
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<member name= "offset" type= "Vector2" setter= "set_offset" getter= "get_offset" >
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The texture's drawing offset.
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</member>
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<member name= "playing" type= "bool" setter= "_set_playing" getter= "_is_playing" >
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If [code]true[/code] the [member animation] is currently playing.
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</member>
</members>
<signals >
<signal name= "animation_finished" >
<description >
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Emitted when the animation is finished (when it plays the last frame). If the animation is looping, this signal is emitted every time the last frame is drawn.
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</description>
</signal>
<signal name= "frame_changed" >
<description >
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Emitted when [member frame] changed.
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</description>
</signal>
</signals>
<constants >
</constants>
</class>