godot/scene/2d/animated_sprite.cpp

743 lines
22 KiB
C++

/*************************************************************************/
/* animated_sprite.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "animated_sprite.h"
#include "core/os/os.h"
#include "scene/scene_string_names.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_settings.h"
#endif
#define NORMAL_SUFFIX "_normal"
#ifdef TOOLS_ENABLED
Dictionary AnimatedSprite::_edit_get_state() const {
Dictionary state = Node2D::_edit_get_state();
state["offset"] = offset;
return state;
}
void AnimatedSprite::_edit_set_state(const Dictionary &p_state) {
Node2D::_edit_set_state(p_state);
set_offset(p_state["offset"]);
}
void AnimatedSprite::_edit_set_pivot(const Point2 &p_pivot) {
set_offset(get_offset() - p_pivot);
set_position(get_transform().xform(p_pivot));
}
Point2 AnimatedSprite::_edit_get_pivot() const {
return Vector2();
}
bool AnimatedSprite::_edit_use_pivot() const {
return true;
}
Rect2 AnimatedSprite::_edit_get_rect() const {
return _get_rect();
}
bool AnimatedSprite::_edit_use_rect() const {
if (!frames.is_valid() || !frames->has_animation(animation) || frame < 0 || frame >= frames->get_frame_count(animation)) {
return false;
}
Ref<Texture> t;
if (animation) {
t = frames->get_frame(animation, frame);
}
return t.is_valid();
}
#endif
Rect2 AnimatedSprite::get_anchorable_rect() const {
return _get_rect();
}
Rect2 AnimatedSprite::_get_rect() const {
if (!frames.is_valid() || !frames->has_animation(animation) || frame < 0 || frame >= frames->get_frame_count(animation)) {
return Rect2();
}
Ref<Texture> t;
if (animation) {
t = frames->get_frame(animation, frame);
}
if (t.is_null()) {
return Rect2();
}
Size2 s = t->get_size();
Point2 ofs = offset;
if (centered) {
ofs -= s / 2;
}
if (s == Size2(0, 0)) {
s = Size2(1, 1);
}
return Rect2(ofs, s);
}
void SpriteFrames::add_frame(const StringName &p_anim, const Ref<Texture> &p_frame, int p_at_pos) {
Map<StringName, Anim>::Element *E = animations.find(p_anim);
ERR_FAIL_COND_MSG(!E, "Animation '" + String(p_anim) + "' doesn't exist.");
if (p_at_pos >= 0 && p_at_pos < E->get().frames.size()) {
E->get().frames.insert(p_at_pos, p_frame);
} else {
E->get().frames.push_back(p_frame);
}
emit_changed();
}
int SpriteFrames::get_frame_count(const StringName &p_anim) const {
const Map<StringName, Anim>::Element *E = animations.find(p_anim);
ERR_FAIL_COND_V_MSG(!E, 0, "Animation '" + String(p_anim) + "' doesn't exist.");
return E->get().frames.size();
}
void SpriteFrames::remove_frame(const StringName &p_anim, int p_idx) {
Map<StringName, Anim>::Element *E = animations.find(p_anim);
ERR_FAIL_COND_MSG(!E, "Animation '" + String(p_anim) + "' doesn't exist.");
E->get().frames.remove(p_idx);
emit_changed();
}
void SpriteFrames::clear(const StringName &p_anim) {
Map<StringName, Anim>::Element *E = animations.find(p_anim);
ERR_FAIL_COND_MSG(!E, "Animation '" + String(p_anim) + "' doesn't exist.");
E->get().frames.clear();
emit_changed();
}
void SpriteFrames::clear_all() {
animations.clear();
add_animation("default"); // Also emits changed.
}
void SpriteFrames::add_animation(const StringName &p_anim) {
ERR_FAIL_COND_MSG(animations.has(p_anim), "SpriteFrames already has animation '" + p_anim + "'.");
animations[p_anim] = Anim();
animations[p_anim].normal_name = String(p_anim) + NORMAL_SUFFIX;
emit_changed();
}
bool SpriteFrames::has_animation(const StringName &p_anim) const {
return animations.has(p_anim);
}
void SpriteFrames::remove_animation(const StringName &p_anim) {
if (animations.erase(p_anim)) {
emit_changed();
}
}
void SpriteFrames::rename_animation(const StringName &p_prev, const StringName &p_next) {
ERR_FAIL_COND_MSG(!animations.has(p_prev), "SpriteFrames doesn't have animation '" + String(p_prev) + "'.");
ERR_FAIL_COND_MSG(animations.has(p_next), "Animation '" + String(p_next) + "' already exists.");
Anim anim = animations[p_prev];
animations.erase(p_prev);
animations[p_next] = anim;
animations[p_next].normal_name = String(p_next) + NORMAL_SUFFIX;
emit_changed();
}
void SpriteFrames::get_animation_list(List<StringName> *r_animations) const {
for (const Map<StringName, Anim>::Element *E = animations.front(); E; E = E->next()) {
r_animations->push_back(E->key());
}
}
Vector<String> SpriteFrames::get_animation_names() const {
Vector<String> names;
for (const Map<StringName, Anim>::Element *E = animations.front(); E; E = E->next()) {
names.push_back(E->key());
}
names.sort();
return names;
}
void SpriteFrames::set_animation_speed(const StringName &p_anim, float p_fps) {
ERR_FAIL_COND_MSG(p_fps < 0, "Animation speed cannot be negative (" + itos(p_fps) + ").");
Map<StringName, Anim>::Element *E = animations.find(p_anim);
ERR_FAIL_COND_MSG(!E, "Animation '" + String(p_anim) + "' doesn't exist.");
E->get().speed = p_fps;
}
float SpriteFrames::get_animation_speed(const StringName &p_anim) const {
const Map<StringName, Anim>::Element *E = animations.find(p_anim);
ERR_FAIL_COND_V_MSG(!E, 0, "Animation '" + String(p_anim) + "' doesn't exist.");
return E->get().speed;
}
void SpriteFrames::set_animation_loop(const StringName &p_anim, bool p_loop) {
Map<StringName, Anim>::Element *E = animations.find(p_anim);
ERR_FAIL_COND_MSG(!E, "Animation '" + String(p_anim) + "' doesn't exist.");
E->get().loop = p_loop;
}
bool SpriteFrames::get_animation_loop(const StringName &p_anim) const {
const Map<StringName, Anim>::Element *E = animations.find(p_anim);
ERR_FAIL_COND_V_MSG(!E, false, "Animation '" + String(p_anim) + "' doesn't exist.");
return E->get().loop;
}
void SpriteFrames::_set_frames(const Array &p_frames) {
clear_all();
Map<StringName, Anim>::Element *E = animations.find(SceneStringNames::get_singleton()->_default);
ERR_FAIL_COND(!E);
E->get().frames.resize(p_frames.size());
for (int i = 0; i < E->get().frames.size(); i++) {
E->get().frames.write[i] = p_frames[i];
}
}
Array SpriteFrames::_get_frames() const {
return Array();
}
Array SpriteFrames::_get_animations() const {
Array anims;
List<StringName> sorted_names;
get_animation_list(&sorted_names);
sorted_names.sort_custom<StringName::AlphCompare>();
for (List<StringName>::Element *E = sorted_names.front(); E; E = E->next()) {
const Anim &anim = animations[E->get()];
Dictionary d;
d["name"] = E->get();
d["speed"] = anim.speed;
d["loop"] = anim.loop;
Array frames;
for (int i = 0; i < anim.frames.size(); i++) {
frames.push_back(anim.frames[i]);
}
d["frames"] = frames;
anims.push_back(d);
}
return anims;
}
void SpriteFrames::_set_animations(const Array &p_animations) {
animations.clear();
for (int i = 0; i < p_animations.size(); i++) {
Dictionary d = p_animations[i];
ERR_CONTINUE(!d.has("name"));
ERR_CONTINUE(!d.has("speed"));
ERR_CONTINUE(!d.has("loop"));
ERR_CONTINUE(!d.has("frames"));
Anim anim;
anim.speed = d["speed"];
anim.loop = d["loop"];
Array frames = d["frames"];
for (int j = 0; j < frames.size(); j++) {
RES res = frames[j];
anim.frames.push_back(res);
}
animations[d["name"]] = anim;
}
}
void SpriteFrames::_bind_methods() {
ClassDB::bind_method(D_METHOD("add_animation", "anim"), &SpriteFrames::add_animation);
ClassDB::bind_method(D_METHOD("has_animation", "anim"), &SpriteFrames::has_animation);
ClassDB::bind_method(D_METHOD("remove_animation", "anim"), &SpriteFrames::remove_animation);
ClassDB::bind_method(D_METHOD("rename_animation", "anim", "newname"), &SpriteFrames::rename_animation);
ClassDB::bind_method(D_METHOD("get_animation_names"), &SpriteFrames::get_animation_names);
ClassDB::bind_method(D_METHOD("set_animation_speed", "anim", "speed"), &SpriteFrames::set_animation_speed);
ClassDB::bind_method(D_METHOD("get_animation_speed", "anim"), &SpriteFrames::get_animation_speed);
ClassDB::bind_method(D_METHOD("set_animation_loop", "anim", "loop"), &SpriteFrames::set_animation_loop);
ClassDB::bind_method(D_METHOD("get_animation_loop", "anim"), &SpriteFrames::get_animation_loop);
ClassDB::bind_method(D_METHOD("add_frame", "anim", "frame", "at_position"), &SpriteFrames::add_frame, DEFVAL(-1));
ClassDB::bind_method(D_METHOD("get_frame_count", "anim"), &SpriteFrames::get_frame_count);
ClassDB::bind_method(D_METHOD("get_frame", "anim", "idx"), &SpriteFrames::get_frame);
ClassDB::bind_method(D_METHOD("set_frame", "anim", "idx", "txt"), &SpriteFrames::set_frame);
ClassDB::bind_method(D_METHOD("remove_frame", "anim", "idx"), &SpriteFrames::remove_frame);
ClassDB::bind_method(D_METHOD("clear", "anim"), &SpriteFrames::clear);
ClassDB::bind_method(D_METHOD("clear_all"), &SpriteFrames::clear_all);
ClassDB::bind_method(D_METHOD("_set_frames"), &SpriteFrames::_set_frames);
ClassDB::bind_method(D_METHOD("_get_frames"), &SpriteFrames::_get_frames);
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "frames", PROPERTY_HINT_NONE, "", 0), "_set_frames", "_get_frames"); // Compatibility with Godot 2.1.
ClassDB::bind_method(D_METHOD("_set_animations"), &SpriteFrames::_set_animations);
ClassDB::bind_method(D_METHOD("_get_animations"), &SpriteFrames::_get_animations);
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "animations", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_animations", "_get_animations");
}
SpriteFrames::SpriteFrames() {
add_animation(SceneStringNames::get_singleton()->_default);
}
void AnimatedSprite::_validate_property(PropertyInfo &property) const {
if (!frames.is_valid()) {
return;
}
if (property.name == "animation") {
property.hint = PROPERTY_HINT_ENUM;
List<StringName> names;
frames->get_animation_list(&names);
names.sort_custom<StringName::AlphCompare>();
bool current_found = false;
for (List<StringName>::Element *E = names.front(); E; E = E->next()) {
if (E->prev()) {
property.hint_string += ",";
}
property.hint_string += String(E->get());
if (animation == E->get()) {
current_found = true;
}
}
if (!current_found) {
if (property.hint_string == String()) {
property.hint_string = String(animation);
} else {
property.hint_string = String(animation) + "," + property.hint_string;
}
}
}
if (property.name == "frame") {
property.hint = PROPERTY_HINT_RANGE;
if (frames->has_animation(animation) && frames->get_frame_count(animation) > 1) {
property.hint_string = "0," + itos(frames->get_frame_count(animation) - 1) + ",1";
}
property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
}
}
void AnimatedSprite::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_INTERNAL_PROCESS: {
if (frames.is_null()) {
return;
}
if (!frames->has_animation(animation)) {
return;
}
if (frame < 0) {
return;
}
if (!OS::get_singleton()->is_update_pending()) {
return;
}
float remaining = get_process_delta_time();
while (remaining) {
float speed = frames->get_animation_speed(animation) * speed_scale;
if (speed == 0) {
return; //do nothing
}
if (timeout <= 0) {
timeout = _get_frame_duration();
int fc = frames->get_frame_count(animation);
if ((!backwards && frame >= fc - 1) || (backwards && frame <= 0)) {
if (frames->get_animation_loop(animation)) {
if (backwards) {
frame = fc - 1;
} else {
frame = 0;
}
emit_signal(SceneStringNames::get_singleton()->animation_finished);
} else {
if (backwards) {
frame = 0;
} else {
frame = fc - 1;
}
if (!is_over) {
is_over = true;
emit_signal(SceneStringNames::get_singleton()->animation_finished);
}
}
} else {
if (backwards) {
frame--;
} else {
frame++;
}
}
update();
_change_notify("frame");
emit_signal(SceneStringNames::get_singleton()->frame_changed);
}
float to_process = MIN(timeout, remaining);
remaining -= to_process;
timeout -= to_process;
}
} break;
case NOTIFICATION_DRAW: {
if (frames.is_null()) {
return;
}
if (frame < 0) {
return;
}
if (!frames->has_animation(animation)) {
return;
}
Ref<Texture> texture = frames->get_frame(animation, frame);
if (texture.is_null()) {
return;
}
Ref<Texture> normal = frames->get_normal_frame(animation, frame);
RID ci = get_canvas_item();
Size2 s = texture->get_size();
Point2 ofs = offset;
if (centered) {
ofs -= s / 2;
}
if (Engine::get_singleton()->get_use_gpu_pixel_snap()) {
ofs = ofs.floor();
}
Rect2 dst_rect(ofs, s);
if (hflip) {
dst_rect.size.x = -dst_rect.size.x;
}
if (vflip) {
dst_rect.size.y = -dst_rect.size.y;
}
texture->draw_rect_region(ci, dst_rect, Rect2(Vector2(), texture->get_size()), Color(1, 1, 1), false, normal);
} break;
}
}
void AnimatedSprite::set_sprite_frames(const Ref<SpriteFrames> &p_frames) {
if (frames.is_valid()) {
frames->disconnect("changed", this, "_res_changed");
}
frames = p_frames;
if (frames.is_valid()) {
frames->connect("changed", this, "_res_changed");
}
if (!frames.is_valid()) {
frame = 0;
} else {
set_frame(frame);
}
_change_notify();
_reset_timeout();
update();
update_configuration_warning();
}
Ref<SpriteFrames> AnimatedSprite::get_sprite_frames() const {
return frames;
}
void AnimatedSprite::set_frame(int p_frame) {
if (!frames.is_valid()) {
return;
}
if (frames->has_animation(animation)) {
int limit = frames->get_frame_count(animation);
if (p_frame >= limit) {
p_frame = limit - 1;
}
}
if (p_frame < 0) {
p_frame = 0;
}
if (frame == p_frame) {
return;
}
frame = p_frame;
_reset_timeout();
update();
_change_notify("frame");
emit_signal(SceneStringNames::get_singleton()->frame_changed);
}
int AnimatedSprite::get_frame() const {
return frame;
}
void AnimatedSprite::set_speed_scale(float p_speed_scale) {
float elapsed = _get_frame_duration() - timeout;
speed_scale = MAX(p_speed_scale, 0.0f);
// We adapt the timeout so that the animation speed adapts as soon as the speed scale is changed
_reset_timeout();
timeout -= elapsed;
}
float AnimatedSprite::get_speed_scale() const {
return speed_scale;
}
void AnimatedSprite::set_centered(bool p_center) {
centered = p_center;
update();
item_rect_changed();
}
bool AnimatedSprite::is_centered() const {
return centered;
}
void AnimatedSprite::set_offset(const Point2 &p_offset) {
offset = p_offset;
update();
item_rect_changed();
_change_notify("offset");
}
Point2 AnimatedSprite::get_offset() const {
return offset;
}
void AnimatedSprite::set_flip_h(bool p_flip) {
hflip = p_flip;
update();
}
bool AnimatedSprite::is_flipped_h() const {
return hflip;
}
void AnimatedSprite::set_flip_v(bool p_flip) {
vflip = p_flip;
update();
}
bool AnimatedSprite::is_flipped_v() const {
return vflip;
}
void AnimatedSprite::_res_changed() {
set_frame(frame);
// Calling _change_notify("frame") and _change_notify("animation") instead wouldn't
// make EditorInspector trigger calls to _validate_property(property) which would
// lead to not updating valid values for "frame" and "animation" properties.
_change_notify();
update();
}
void AnimatedSprite::set_playing(bool p_playing) {
if (playing == p_playing) {
return;
}
playing = p_playing;
_reset_timeout();
set_process_internal(playing);
}
bool AnimatedSprite::is_playing() const {
return playing;
}
void AnimatedSprite::play(const StringName &p_animation, const bool p_backwards) {
backwards = p_backwards;
if (p_animation) {
set_animation(p_animation);
if (frames.is_valid() && backwards && get_frame() == 0) {
set_frame(frames->get_frame_count(p_animation) - 1);
}
}
is_over = false;
set_playing(true);
}
void AnimatedSprite::stop() {
set_playing(false);
}
float AnimatedSprite::_get_frame_duration() {
if (frames.is_valid() && frames->has_animation(animation)) {
float speed = frames->get_animation_speed(animation) * speed_scale;
if (speed > 0) {
return 1.0 / speed;
}
}
return 0.0;
}
void AnimatedSprite::_reset_timeout() {
if (!playing) {
return;
}
timeout = _get_frame_duration();
is_over = false;
}
void AnimatedSprite::set_animation(const StringName &p_animation) {
ERR_FAIL_COND_MSG(frames == nullptr, vformat("There is no animation with name '%s'.", p_animation));
ERR_FAIL_COND_MSG(frames->get_animation_names().find(p_animation) == -1, vformat("There is no animation with name '%s'.", p_animation));
if (animation == p_animation) {
return;
}
animation = p_animation;
_reset_timeout();
set_frame(0);
_change_notify();
update();
}
StringName AnimatedSprite::get_animation() const {
return animation;
}
String AnimatedSprite::get_configuration_warning() const {
String warning = Node2D::get_configuration_warning();
if (frames.is_null()) {
if (warning != String()) {
warning += "\n\n";
}
warning += TTR("A SpriteFrames resource must be created or set in the \"Frames\" property in order for AnimatedSprite to display frames.");
}
return warning;
}
void AnimatedSprite::get_argument_options(const StringName &p_function, int p_idx, List<String> *r_options) const {
#ifdef TOOLS_ENABLED
const String quote_style = EDITOR_GET("text_editor/completion/use_single_quotes") ? "'" : "\"";
#else
const String quote_style = "\"";
#endif
if (p_idx == 0 && p_function == "play" && frames.is_valid()) {
List<StringName> al;
frames->get_animation_list(&al);
for (List<StringName>::Element *E = al.front(); E; E = E->next()) {
r_options->push_back(quote_style + String(E->get()) + quote_style);
}
}
Node::get_argument_options(p_function, p_idx, r_options);
}
void AnimatedSprite::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_sprite_frames", "sprite_frames"), &AnimatedSprite::set_sprite_frames);
ClassDB::bind_method(D_METHOD("get_sprite_frames"), &AnimatedSprite::get_sprite_frames);
ClassDB::bind_method(D_METHOD("set_animation", "animation"), &AnimatedSprite::set_animation);
ClassDB::bind_method(D_METHOD("get_animation"), &AnimatedSprite::get_animation);
ClassDB::bind_method(D_METHOD("set_playing", "playing"), &AnimatedSprite::set_playing);
ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite::is_playing);
ClassDB::bind_method(D_METHOD("play", "anim", "backwards"), &AnimatedSprite::play, DEFVAL(StringName()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("stop"), &AnimatedSprite::stop);
ClassDB::bind_method(D_METHOD("set_centered", "centered"), &AnimatedSprite::set_centered);
ClassDB::bind_method(D_METHOD("is_centered"), &AnimatedSprite::is_centered);
ClassDB::bind_method(D_METHOD("set_offset", "offset"), &AnimatedSprite::set_offset);
ClassDB::bind_method(D_METHOD("get_offset"), &AnimatedSprite::get_offset);
ClassDB::bind_method(D_METHOD("set_flip_h", "flip_h"), &AnimatedSprite::set_flip_h);
ClassDB::bind_method(D_METHOD("is_flipped_h"), &AnimatedSprite::is_flipped_h);
ClassDB::bind_method(D_METHOD("set_flip_v", "flip_v"), &AnimatedSprite::set_flip_v);
ClassDB::bind_method(D_METHOD("is_flipped_v"), &AnimatedSprite::is_flipped_v);
ClassDB::bind_method(D_METHOD("set_frame", "frame"), &AnimatedSprite::set_frame);
ClassDB::bind_method(D_METHOD("get_frame"), &AnimatedSprite::get_frame);
ClassDB::bind_method(D_METHOD("set_speed_scale", "speed_scale"), &AnimatedSprite::set_speed_scale);
ClassDB::bind_method(D_METHOD("get_speed_scale"), &AnimatedSprite::get_speed_scale);
ClassDB::bind_method(D_METHOD("_res_changed"), &AnimatedSprite::_res_changed);
ADD_SIGNAL(MethodInfo("frame_changed"));
ADD_SIGNAL(MethodInfo("animation_finished"));
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "frames", PROPERTY_HINT_RESOURCE_TYPE, "SpriteFrames"), "set_sprite_frames", "get_sprite_frames");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "animation"), "set_animation", "get_animation");
ADD_PROPERTY(PropertyInfo(Variant::INT, "frame"), "set_frame", "get_frame");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "speed_scale"), "set_speed_scale", "get_speed_scale");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing"), "set_playing", "is_playing");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered"), "set_centered", "is_centered");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_h"), "set_flip_h", "is_flipped_h");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_v"), "set_flip_v", "is_flipped_v");
}
AnimatedSprite::AnimatedSprite() {
centered = true;
hflip = false;
vflip = false;
frame = 0;
speed_scale = 1.0f;
playing = false;
backwards = false;
animation = "default";
timeout = 0;
is_over = false;
}