Merge pull request #11625 from cbscribe/kcc_sprite_doc

[DOCS] Update AnimatedSprite class ref

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Rémi Verschelde 2017-09-27 08:58:39 +02:00 committed by GitHub
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Sprite node that can use multiple textures for animation.
</brief_description>
<description>
Sprite node that can use multiple textures for animation.
Sprite node that can use multiple textures for animation. Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel.
</description>
<tutorials>
</tutorials>
@ -149,31 +149,39 @@
</methods>
<members>
<member name="animation" type="String" setter="set_animation" getter="get_animation">
The current animation from the [code]frames[/code] resource. If this value is changed, the [code]frame[/code] counter is reset.
</member>
<member name="centered" type="bool" setter="set_centered" getter="is_centered">
If [code]true[/code] texture will be centered. Default value: [code]true[/code].
</member>
<member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h">
If [code]true[/code] texture is flipped horizontally. Default value: [code]false[/code].
</member>
<member name="flip_v" type="bool" setter="set_flip_v" getter="is_flipped_v">
If [code]true[/code] texture is flipped vertically. Default value: [code]false[/code].
</member>
<member name="frame" type="int" setter="set_frame" getter="get_frame">
The current frame index.
</member>
<member name="frames" type="SpriteFrames" setter="set_sprite_frames" getter="get_sprite_frames">
The [SpriteFrames] resource containing the animation(s).
</member>
<member name="offset" type="Vector2" setter="set_offset" getter="get_offset">
The texture's drawing offset.
</member>
<member name="playing" type="bool" setter="_set_playing" getter="_is_playing">
If [code]true[/code] the [code]animation[/code] is currently playing.
</member>
</members>
<signals>
<signal name="animation_finished">
<description>
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, before looping.
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.
</description>
</signal>
<signal name="frame_changed">
<description>
Emitted when frame is changed.
Emitted when [code]frame[/code] changes.
</description>
</signal>
</signals>