Make AnimatedSprite able to play backwards
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df7d3708c5
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4a2c433028
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@ -24,7 +24,7 @@
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<argument index="0" name="anim" type="String" default="""">
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<argument index="0" name="anim" type="String" default="""">
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</argument>
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</argument>
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<description>
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<description>
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Play the animation set in parameter. If no parameter is provided, the current animation is played.
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Play the animation set in parameter. If no parameter is provided, the current animation is played. Property [code]backwards[/code] plays the animation in reverse if set to [code]true[/code].
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</description>
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</description>
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</method>
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</method>
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<method name="stop">
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<method name="stop">
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@ -393,18 +393,29 @@ void AnimatedSprite::_notification(int p_what) {
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timeout = _get_frame_duration();
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timeout = _get_frame_duration();
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int fc = frames->get_frame_count(animation);
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int fc = frames->get_frame_count(animation);
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if (frame >= fc - 1) {
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if ((!backwards && frame >= fc - 1) || (backwards && frame <= 0)) {
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if (frames->get_animation_loop(animation)) {
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if (frames->get_animation_loop(animation)) {
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if (backwards)
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frame = fc - 1;
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else
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frame = 0;
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frame = 0;
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emit_signal(SceneStringNames::get_singleton()->animation_finished);
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emit_signal(SceneStringNames::get_singleton()->animation_finished);
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} else {
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} else {
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if (backwards)
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frame = 0;
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else
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frame = fc - 1;
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frame = fc - 1;
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if (!is_over) {
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if (!is_over) {
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is_over = true;
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is_over = true;
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emit_signal(SceneStringNames::get_singleton()->animation_finished);
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emit_signal(SceneStringNames::get_singleton()->animation_finished);
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}
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}
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}
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}
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} else {
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} else {
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if (backwards)
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frame--;
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else
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frame++;
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frame++;
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}
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}
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@ -594,10 +605,12 @@ bool AnimatedSprite::_is_playing() const {
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return playing;
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return playing;
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}
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}
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void AnimatedSprite::play(const StringName &p_animation) {
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void AnimatedSprite::play(const StringName &p_animation, const bool p_backwards) {
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if (p_animation)
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if (p_animation)
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set_animation(p_animation);
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set_animation(p_animation);
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backwards = p_backwards;
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_set_playing(true);
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_set_playing(true);
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}
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}
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@ -666,7 +679,7 @@ void AnimatedSprite::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_set_playing", "playing"), &AnimatedSprite::_set_playing);
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ClassDB::bind_method(D_METHOD("_set_playing", "playing"), &AnimatedSprite::_set_playing);
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ClassDB::bind_method(D_METHOD("_is_playing"), &AnimatedSprite::_is_playing);
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ClassDB::bind_method(D_METHOD("_is_playing"), &AnimatedSprite::_is_playing);
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ClassDB::bind_method(D_METHOD("play", "anim"), &AnimatedSprite::play, DEFVAL(StringName()));
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ClassDB::bind_method(D_METHOD("play", "anim", "backwards"), &AnimatedSprite::play, DEFVAL(StringName()));
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ClassDB::bind_method(D_METHOD("stop"), &AnimatedSprite::stop);
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ClassDB::bind_method(D_METHOD("stop"), &AnimatedSprite::stop);
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ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite::is_playing);
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ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite::is_playing);
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@ -713,6 +726,7 @@ AnimatedSprite::AnimatedSprite() {
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frame = 0;
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frame = 0;
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speed_scale = 1.0f;
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speed_scale = 1.0f;
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playing = false;
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playing = false;
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backwards = false;
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animation = "default";
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animation = "default";
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timeout = 0;
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timeout = 0;
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is_over = false;
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is_over = false;
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@ -128,6 +128,7 @@ class AnimatedSprite : public Node2D {
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Ref<SpriteFrames> frames;
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Ref<SpriteFrames> frames;
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bool playing;
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bool playing;
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bool backwards;
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StringName animation;
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StringName animation;
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int frame;
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int frame;
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float speed_scale;
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float speed_scale;
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@ -169,7 +170,7 @@ public:
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void set_sprite_frames(const Ref<SpriteFrames> &p_frames);
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void set_sprite_frames(const Ref<SpriteFrames> &p_frames);
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Ref<SpriteFrames> get_sprite_frames() const;
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Ref<SpriteFrames> get_sprite_frames() const;
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void play(const StringName &p_animation = StringName());
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void play(const StringName &p_animation = StringName(), const bool p_backwards = false);
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void stop();
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void stop();
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bool is_playing() const;
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bool is_playing() const;
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