Class AnimatedTexture
Proxy texture for simple frame-based animations.
- Inheritance
-
AnimatedTexture
Remarks
AnimatedTexture is a resource format for frame-based animations, where multiple textures can be chained automatically with a predefined delay for each frame. Unlike AnimationPlayer or AnimatedSprite2D, it isn't a Node, but has the advantage of being usable anywhere a Texture2D resource can be used, e.g. in a TileSet.
The playback of the animation is controlled by the speed_scale property, as well as each frame's duration (see AnimatedTexture.set_frame_duration). The animation loops, i.e. it will restart at frame 0 automatically after playing the last frame.
AnimatedTexture currently requires all frame textures to have the same size, otherwise the bigger ones will be cropped to match the smallest one.
Note: AnimatedTexture doesn't support using AtlasTextures. Each frame needs to be a separate Texture2D.
Warning: The current implementation is not efficient for the modern renderers.
Fields
MAX_FRAMES
The maximum number of frames supported by AnimatedTexture. If you need more frames in your animation, use AnimationPlayer or AnimatedSprite2D.
const MAX_FRAMES = 256
Properties
current_frame
Sets the currently visible frame of the texture. Setting this frame while playing resets the current frame time, so the newly selected frame plays for its whole configured frame duration.
var current_frame : int
Property Value
Remarks
frames
Number of frames to use in the animation. While you can create the frames independently with AnimatedTexture.set_frame_texture, you need to set this value for the animation to take new frames into account. The maximum number of frames is MAX_FRAMES.
var frames : int = 1
Property Value
Remarks
one_shot
If true
, the animation will only play once and will not loop back to the first frame after reaching the end. Note that reaching the end will not set pause to true
.
var one_shot : bool = false
Property Value
Remarks
pause
If true
, the animation will pause where it currently is (i.e. at current_frame). The animation will continue from where it was paused when changing this property to false
.
var pause : bool = false
Property Value
Remarks
speed_scale
The animation speed is multiplied by this value. If set to a negative value, the animation is played in reverse.
var speed_scale : float = 1.0
Property Value
Remarks
Methods
get_frame_duration(int)
Qualifiers: const
Returns the given frame
's duration, in seconds.
float get_frame_duration(int frame)
Parameters
frame
int
get_frame_texture(int)
Qualifiers: const
Returns the given frame's Texture2D.
Texture2D get_frame_texture(int frame)
Parameters
frame
int
set_frame_duration(int, float)
Sets the duration of any given frame
. The final duration is affected by the speed_scale. If set to 0
, the frame is skipped during playback.
void set_frame_duration(int frame, float duration)
Parameters
set_frame_texture(int, Texture2D)
Assigns a Texture2D to the given frame. Frame IDs start at 0, so the first frame has ID 0, and the last frame of the animation has ID frames - 1.
You can define any number of textures up to MAX_FRAMES, but keep in mind that only frames from 0 to frames - 1 will be part of the animation.
void set_frame_texture(int frame, Texture2D texture)