godot/doc/classes/AnimatedSprite.xml

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="AnimatedSprite" inherits="Node2D" category="Core" version="3.0.1">
<brief_description>
Sprite node that can use multiple textures for animation.
</brief_description>
<description>
Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel.
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<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="&quot;&quot;">
</argument>
<description>
Play the animation set in parameter. If no parameter is provided, the current animation is played.
</description>
</method>
<method name="stop">
<return type="void">
</return>
<description>
Stop the current animation (does not reset the frame counter).
</description>
</method>
</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 changes, 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 displayed animation frame's 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 [member animation] 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.
</description>
</signal>
<signal name="frame_changed">
<description>
Emitted when [member frame] changed.
</description>
</signal>
</signals>
<constants>
</constants>
</class>