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AnimatedSprite{2D,3D} improvements #65609

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11 changes: 7 additions & 4 deletions doc/classes/AnimatedSprite2D.xml
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@
<description>
[AnimatedSprite2D] is similar to the [Sprite2D] node, except it carries multiple textures as animation frames. Animations are created using a [SpriteFrames] resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The [SpriteFrames] resource can be configured in the editor via the SpriteFrames bottom panel.
After setting up [member frames], [method play] may be called. It's also possible to select an [member animation] and toggle [member playing], even within the editor.
To pause the current animation, call [method stop] or set [member playing] to [code]false[/code]. Alternatively, setting [member speed_scale] to [code]0[/code] also preserves the current frame's elapsed time.
To pause the current animation, set [member playing] to [code]false[/code]. Alternatively, setting [member speed_scale] to [code]0[/code] also preserves the current frame's elapsed time.
[b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps.
</description>
<tutorials>
Expand All @@ -20,13 +20,14 @@
<param index="1" name="backwards" type="bool" default="false" />
<description>
Plays the animation named [param anim]. If no [param anim] is provided, the current animation is played. If [param backwards] is [code]true[/code], the animation is played in reverse.
[b]Note:[/b] If [member speed_scale] is negative, the animation direction specified by [param backwards] will be inverted.
</description>
</method>
<method name="stop">
<return type="void" />
<description>
Stops the current [member animation] at the current [member frame].
[b]Note:[/b] This method resets the current frame's elapsed time. If this behavior is undesired, consider setting [member speed_scale] to [code]0[/code], instead.
[b]Note:[/b] This method resets the current frame's elapsed time and removes the [code]backwards[/code] flag from the current [member animation] (if it was previously set by [method play]). If this behavior is undesired, set [member playing] to [code]false[/code] instead.
</description>
</method>
</methods>
Expand All @@ -53,7 +54,9 @@
The texture's drawing offset.
</member>
<member name="playing" type="bool" setter="set_playing" getter="is_playing" default="false">
If [code]true[/code], the [member animation] is currently playing. Setting this property to [code]false[/code] is the equivalent of calling [method stop].
If [code]true[/code], the [member animation] is currently playing. Setting this property to [code]false[/code] pauses the current animation. Use [method stop] to stop the animation at the current frame instead.
[b]Note:[/b] Unlike [method stop], changing this property to [code]false[/code] preserves the current frame's elapsed time and the [code]backwards[/code] flag of the current [member animation] (if it was previously set by [method play]).
[b]Note:[/b] After a non-looping animation finishes, the property still remains [code]true[/code].
</member>
<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
The animation speed is multiplied by this value. If set to a negative value, the animation is played in reverse. If set to [code]0[/code], the animation is paused, preserving the current frame's elapsed time.
Expand All @@ -62,7 +65,7 @@
<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.
Emitted when the animation reaches the end, or the start if it is played in reverse. If the animation is looping, this signal is emitted at the end of each loop.
</description>
</signal>
<signal name="frame_changed">
Expand Down
11 changes: 7 additions & 4 deletions doc/classes/AnimatedSprite3D.xml
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,7 @@
<description>
[AnimatedSprite3D] is similar to the [Sprite3D] node, except it carries multiple textures as animation [member frames]. Animations are created using a [SpriteFrames] resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The [SpriteFrames] resource can be configured in the editor via the SpriteFrames bottom panel.
After setting up [member frames], [method play] may be called. It's also possible to select an [member animation] and toggle [member playing], even within the editor.
To pause the current animation, call [method stop] or set [member playing] to [code]false[/code]. Alternatively, setting [member speed_scale] to [code]0[/code] also preserves the current frame's elapsed time.
To pause the current animation, set [member playing] to [code]false[/code]. Alternatively, setting [member speed_scale] to [code]0[/code] also preserves the current frame's elapsed time.
</description>
<tutorials>
<link title="2D Sprite animation (also applies to 3D)">$DOCS_URL/tutorials/2d/2d_sprite_animation.html</link>
Expand All @@ -18,13 +18,14 @@
<param index="1" name="backwards" type="bool" default="false" />
<description>
Plays the animation named [param anim]. If no [param anim] is provided, the current animation is played. If [param backwards] is [code]true[/code], the animation is played in reverse.
[b]Note:[/b] If [member speed_scale] is negative, the animation direction specified by [param backwards] will be inverted.
</description>
</method>
<method name="stop">
<return type="void" />
<description>
Stops the current [member animation] at the current [member frame].
[b]Note:[/b] This method resets the current frame's elapsed time. If this behavior is undesired, consider setting [member speed_scale] to [code]0[/code], instead.
[b]Note:[/b] This method resets the current frame's elapsed time and removes the [code]backwards[/code] flag from the current [member animation] (if it was previously set by [method play]). If this behavior is undesired, set [member playing] to [code]false[/code] instead.
</description>
</method>
</methods>
Expand All @@ -39,7 +40,9 @@
The [SpriteFrames] resource containing the animation(s).
</member>
<member name="playing" type="bool" setter="set_playing" getter="is_playing" default="false">
If [code]true[/code], the [member animation] is currently playing. Setting this property to [code]false[/code] is the equivalent of calling [method stop].
If [code]true[/code], the [member animation] is currently playing. Setting this property to [code]false[/code] pauses the current animation. Use [method stop] to stop the animation at the current frame instead.
[b]Note:[/b] Unlike [method stop], changing this property to [code]false[/code] preserves the current frame's elapsed time and the [code]backwards[/code] flag of the current [member animation] (if it was previously set by [method play]).
[b]Note:[/b] After a non-looping animation finishes, the property still remains [code]true[/code].
</member>
<member name="speed_scale" type="float" setter="set_speed_scale" getter="get_speed_scale" default="1.0">
The animation speed is multiplied by this value. If set to a negative value, the animation is played in reverse. If set to [code]0[/code], the animation is paused, preserving the current frame's elapsed time.
Expand All @@ -48,7 +51,7 @@
<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.
Emitted when the animation reaches the end, or the start if it is played in reverse. If the animation is looping, this signal is emitted at the end of each loop.
</description>
</signal>
<signal name="frame_changed">
Expand Down
40 changes: 27 additions & 13 deletions doc/classes/SpriteFrames.xml
Original file line number Diff line number Diff line change
Expand Up @@ -20,8 +20,9 @@
<method name="add_frame">
<return type="void" />
<param index="0" name="anim" type="StringName" />
<param index="1" name="frame" type="Texture2D" />
<param index="2" name="at_position" type="int" default="-1" />
<param index="1" name="texture" type="Texture2D" />
<param index="2" name="duration" type="float" default="1.0" />
<param index="3" name="at_position" type="int" default="-1" />
<description>
Adds a frame to the given animation.
</description>
Expand Down Expand Up @@ -56,22 +57,34 @@
<return type="float" />
<param index="0" name="anim" type="StringName" />
<description>
The animation's speed in frames per second.
Returns the speed in frames per second for the [param anim] animation.
</description>
</method>
<method name="get_frame" qualifiers="const">
<return type="Texture2D" />
<method name="get_frame_count" qualifiers="const">
<return type="int" />
<param index="0" name="anim" type="StringName" />
<description>
Returns the number of frames for the [param anim] animation.
</description>
</method>
<method name="get_frame_duration" qualifiers="const">
<return type="float" />
<param index="0" name="anim" type="StringName" />
<param index="1" name="idx" type="int" />
<description>
Returns the animation's selected frame.
Returns a relative duration of the frame [param idx] in the [param anim] animation (defaults to [code]1.0[/code]). For example, a frame with a duration of [code]2.0[/code] is displayed twice as long as a frame with a duration of [code]1.0[/code]. You can calculate the absolute duration (in seconds) of a frame using the following formula:
[codeblock]
absolute_duration = relative_duration / (animation_fps * abs(speed_scale))
[/codeblock]
In this example, [code]speed_scale[/code] refers to either [member AnimatedSprite2D.speed_scale] or [member AnimatedSprite3D.speed_scale].
</description>
</method>
<method name="get_frame_count" qualifiers="const">
<return type="int" />
<method name="get_frame_texture" qualifiers="const">
<return type="Texture2D" />
<param index="0" name="anim" type="StringName" />
<param index="1" name="idx" type="int" />
<description>
Returns the number of frames in the animation.
Returns the texture of the frame [param idx] in the [param anim] animation.
</description>
</method>
<method name="has_animation" qualifiers="const">
Expand Down Expand Up @@ -115,18 +128,19 @@
<method name="set_animation_speed">
<return type="void" />
<param index="0" name="anim" type="StringName" />
<param index="1" name="speed" type="float" />
<param index="1" name="fps" type="float" />
<description>
The animation's speed in frames per second.
Sets the speed for the [param anim] animation in frames per second.
</description>
</method>
<method name="set_frame">
<return type="void" />
<param index="0" name="anim" type="StringName" />
<param index="1" name="idx" type="int" />
<param index="2" name="txt" type="Texture2D" />
<param index="2" name="texture" type="Texture2D" />
<param index="3" name="duration" type="float" default="1.0" />
<description>
Sets the texture of the given frame.
Sets the texture and the duration of the frame [param idx] in the [param anim] animation.
</description>
</method>
</methods>
Expand Down
4 changes: 2 additions & 2 deletions editor/animation_track_editor_plugins.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -426,7 +426,7 @@ Rect2 AnimationTrackEditSpriteFrame::get_key_rect(int p_index, float p_pixels_se
animation_name = get_animation()->track_get_key_value(animation_track, animaiton_index);
}

Ref<Texture2D> texture = sf->get_frame(animation_name, frame);
Ref<Texture2D> texture = sf->get_frame_texture(animation_name, frame);
if (!texture.is_valid()) {
return AnimationTrackEdit::get_key_rect(p_index, p_pixels_sec);
}
Expand Down Expand Up @@ -518,7 +518,7 @@ void AnimationTrackEditSpriteFrame::draw_key(int p_index, float p_pixels_sec, in
animation_name = get_animation()->track_get_key_value(animation_track, animaiton_index);
}

texture = sf->get_frame(animation_name, frame);
texture = sf->get_frame_texture(animation_name, frame);
if (!texture.is_valid()) {
AnimationTrackEdit::draw_key(p_index, p_pixels_sec, p_x, p_selected, p_clip_left, p_clip_right);
return;
Expand Down
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