- log
- info
- actors
- /create/at actor:s animation:s x:f y:f
- /free actor:s
- /delete actor:s
- /clear actor:s
- /reload animation:s
- transform
- /position actor:a x:f y:f
- /pos actor:a x:f y:f
- /position/x actor:a x:f
- /pos/x actor:a value:f
- /x actor:a value:f
- /position/y actor:a y:f
- /pos/y actor:a value:f
- /y actor:a value:f
- /y/sort parentActor:s sort:b
- /y/sort/enable parentActor:s
- /y/sort/disable parentActor:s
- /move actor:a x:f y:f
- /move/x actor:a x:f
- /move/y actor:a y:f
- /angle actor:s degrees:f
- /rotate actor:s degrees:f
- /size actor:s size:f
- /size/xy actor:s x:f y:f
- /size/x actor:s x:f
- /size/y actor:s y:f
- /scale actor:s scale:f
- /scale/xy actor:s x:f y:f
- /scale/x actor:s x:f
- /scale/y actor:s y:f
- visibility
- color
- animation
- /play actor:s
- /backwards actor:s
- /stop actor:s
- /play/range actor:s start:i end:i
- /animation actor:s animation:s
- /anim actor:s animation:s
- /speed actor:s speed:f
- /frame actor:s frame:i
- /next/frame actor:s
- /prev/frame actor:s
- /start/frame actor:s frame:f
- /end/frame actor:s frame:f
- /loop actor:s
- /noloop actor:s
- /pingpong actor:s
- /offset actor:s x:i y:i
- /offset/x actor:s x:i
- /offset/y actor:s y:i
- /unparent child:s
- /tween/loop dur:f interpolation:s property:s actor:s from:f to:f
- animation data
- text label
- experimental
- app
- core
- /actors/list
- /animation/data/create name:s
- /animation/data/library/method method:s args:…
- /animation/data/list
- /animation/data/method method:s args:…
- /animation/data/remove name:s
- /animation/frames/method method:s actor:s args:…
- /animation/method method:s actor:s args:…
- /animation/player/method actor:s method:s args:…
- /animation/property property:s actor:s value:…
- /animations/list
- /assets/list
- /assets/path path:s
- /behind actor:s target:s
- /bottom actor:s
- /center actor:a
- /children/list parent:s
- /color actor:s r:f g:f b:f
- /color/add actor:s r:f g:f b:f
- /commands/list
- /commands/load path:s
- /create actor:s animation:s
- /def cmdName:s [args:v] subcommands:c
- /editor/append text:…
- /editor/clear
- /editor/open
- /editor/open/from path:s
- /editor/property property:s value:…
- /editor/save
- /editor/save/to path:s
- /editor/toggle
- /flip/h actor:s
- /flip/v actor:s
- /for varName:s iterations:i cmd:s
- /front actor:s target:s
- /get variable:s
- /help cmd:s
- /list/dirs path:s
- /list/files path:s
- /load animation:s
- /log/level level:s
- /mask child:s mask:s
- /method method:s actor:s args:…
- /midi/cc channel:i num:i cmd:s
- /midi/cc/free channel:i [num:i]
- /midi/free
- /midi/list event:s [args:v]
- /midi/noteoff channel:i cmd:s
- /midi/noteoff/free channel:i [num:i]
- /midi/noteoff/num channel:i cmd:s
- /midi/noteoff/num/free channel:i [num:i]
- /midi/noteon channel:i cmd:s
- /midi/noteon/free channel:i [num:i]
- /midi/noteon/num channel:i cmd:s
- /midi/noteon/num/free channel:i [num:i]
- /midi/noteon/num/velocity channel:i note:i cmd:s
- /midi/noteon/num/velocity/free channel:i [num:i]
- /midi/noteon/trig channel:i note:i cmd:s
- /midi/noteon/trig/free channel:i [num:i]
- /midi/noteon/velocity channel:i cmd:s
- /opacity actor:s opacity:f
- /osc/remote ip:s port:i
- /osc/send msg:s
- /parent child:s parent:s
- /parent/free child:s
- /post msg:s
- /post/clear
- /post/file path:s
- /post/hide
- /post/show
- /post/toggle
- /property property:s actor:s value:…
- /property/relative property:s actor:s value:…
- /rand cmd:s actor:s min:f max:f
- /remove actor:s
- /routine name:s repeats:i interval:f cmd:…
- /routine/finished routine:s cmd:s
- /routine/free name:s
- /routine/start name:s
- /routine/stop name:s
- /routines
- /set variable:type value:ifbs…
- /shader actor:s shader:s
- /shader/create shader:s code:…
- /shader/load shader:s
- /shader/property actor:s property:s value:…
- /state/add machine:s state:s next:s
- /state/def state:s entry:s exit:s
- /state/free machine:s state:s
- /state/free/all
- /state/next machine:s
- /states
- /text/property property:s actor:s value:…
- /top actor:s
- /tween dur:f transition:s property:s actor:s value:f
- /unload animation:s
- /unmask mask:s
- /view/size width:i height:i
- /visible actor:s visibility:b
- /wait time:f cmd:…
- /window/method
Set a project path.
_Example: /project/path /home/yourname/projectname
_Usage: /assets/path $project/assets/animations
List all available animation clips that are on the current assets path.
This list includes all clips that are on the disk, no matter if they are loaded or not.
See also: /animations
Example: /assets
Create an actor at a relative position from the center of the screen.
Example: /create lola square 100 -100
Set the x
and y
coordinates (in pixels) of the actor
.
Example: /position lola 500 500
See /position
Set the x
coordinate (in pixels) of the actor
.
Example: /position/x lola 500
Set the y
coordinate (in pixels) of the actor
.
Example: /position/x lola 500
Sort actors according to their y
position value. Actors with a higher y
value will be
drawn lower on the screen and on top of actors with a smaller y
position value.
If sort
is 1
, child nodes with the lowest Y position are drawn before those with a higher y
position.
If sort
is 0
, Y-sorting is disabled.
This feature is set on the parentActor
, so if you want actors to be sorted according to their y
position value,
they need to be children of a common parentActor
.
Example: /y/sort lola 1
/create a bla /create b bla /create c alo /parent a c /parent b c /y/sort c 1
See /y/sort
See /y/sort
Move actor
an amount of pixels relative to the current position in both x
and y
axis.
Example: /move lola 100 100
Move actor
an amount of pixels relative to the current position in the x
axis.
Example: /move/x lola 100
Move actor
an amount of pixels relative to the current position in the y
axis.
Example: /move/y lola 100
Rotate the actor
some degrees
relative to the current angle.
Example: /rotate lola 10
Set the actor
's absolute size
relative to the normal size (on both axis). 1
is normal size; 0.5
is half the size; 2
is twice the size.
Example: /size lola 1.5
Set the actor
's absolute size
relative to the normal size with different values on the x
and y
axis.
See: /size
Example: /size/xy lola 1.5 0.7
Set the actor
's absolute size
relative to the normal size on the x
axis.
Example: /size/x lola 1.5 0.7
Set the actor
's absolute size
relative to the normal size on the y
axis.
Example: /size/y lola 1.5 0.7
scale
the actor
relative to the current size equally on both axis.
Example: /scale lola 1.5
scale
the actor
relative to the current size, with different values for each axis x
and y
Example: /scale/xy lola 1.5 0.5
scale
the actor
relative to the current size on the x
axis
Example: /scale/x lola 1.5
Set the actor
's color to a value
of red (between 0 and 1).
Example: /color/r lola 0.5
Set the actor
's color to a value
of green (between 0 and 1).
Example: /color/g lola 0.5
Set the actor
's color to a value
of blue (between 0 and 1).
Example: /color/b lola 0.5
Same as /color, but this subtracts the value to the current color, while /color
adds to it.
Using /tint x 1 0 0
turns white into red, keeping black as black.
Using /color x 1 0 0
turns black into red, keeping white as white.
Example: /tint lola 0.5 0.25 0.0
See /animation
Set the actor
's animation speed
(1 = normal speed, 2 = 2 x speed).
Example: /speed lola 2.1
Set the actor
's current frame
. If the value of the frame
is grater than the number of frames in the movie, it will wrap around.
Example: /frame lola 4
Set the first frame
of the loop in actor
's animation. Defaults to 0.
Example: /start/frame lola 2
Set the last frame
of the loop in actor
's animation.
Defaults to number of frames of the animation.
Example: /end/frame lola 6
Don’t loop the actor
's animation. Plays the animation stopping at the last frame.
Example: /noloop lola
Make the loop go back and forth.
Example: /pingpong lola
Set the actor
's animation drawing offset (in pixels) relative to the anchor point.
Example: /offset lola 50 -30
Set the actor
's animation drawing offset on the x
axis.
Example: /offset/x lola 50
Set the actor
's animation drawing offset on the y
axis.
Example: /offset/y lola -30
Undo the relationship of the child
actor to its current parent.
Example: /unparent lola
Warning
|
Commands in this section are highly experimental. Proceed with caution. |
Commands in this section describe ways to create and manipulate animation data, which can be used to animate anything in the engine. Animations are divided into tracks and each track must be linked to an actor. The state of that actor can be changed through time, by adding timed keys (events) to the track.
Create an animation data object to animate values.
Example: /animation/data/value myanimationdata
Create an animation data object to animate methods.
Example: /animation/data/method myanimationdata
Create an animation data object to animate other animation data objects.
Example: /animation/data/animation myanimationdata
Add a track of the given type
to the animation data object identified by name
.
Track type numbers and details can be found in Godot’s docs.
Example: /animation/data/add/track myanimationdata 0
Clear text on the actor.
Text can also be cleared with just /type actor
, without text
argument.
Example: /type/clear lola
Example: /type lola
(note there’s no second argument)
Set the fraction of characters to display, relative to the total number of characters.
1.0
displays all characters. 0.5
displays half the characters.
Example: /text/visible/ratio lola 0.5
See also: /type
Warning
|
Commands in this section are highly experimental. Proceed with caution. |
Creates an actor
with a pair of 2 animation
's.
This allows to create actors with separate animations for line and fill colors.
The *-ln
actor is a child of the main (fill) actor.
Suppose we want to create an animation named bla
with separate fill and line colors. We would have to create 2 directories: one holding the line (bla-ln
) art and the other the fill (bla-fl
).
Example: /comic lola bla
Load a preset from a directory name
under user://presets/
.
Example: /preset mycommands/somecommands.ocl
See also: /preset/load
Set window mode.
Example: /window/mode 3
0: windowed 1: minimized 2: maximized 3: fullscreen 4: exclusive fullscreen
See also /fullscreen, /window
See /window/windowed
Receive MIDI messages
See /midi/cc /midi/cc/free /midi/free /midi/list /midi/noteoff /midi/noteoff/free /midi/noteoff/num /midi/noteoff/num/free /midi/noteon /midi/noteon/free /midi/noteon/num /midi/noteon/num/free /midi/noteon/num/velocity /midi/noteon/num/velocity/free /midi/noteon/trig /midi/noteon/trig/free /midi/noteon/velocity
Create a new Animation
data object and add it to the library. No tracks are created, they need to be created with a different command.
Call a method
related to Animation
data. NOTE: this is not image sequences, it’s data used to modify properties over time, like position or angle.
Call a METHOD on the ACTOR’s animation with some ARGS.
Call the actor’s `AnimationPlayer
method
with given args
.
Change the ACTOR’s ANIMATION GDScript PROPERTY. Slashes ('/') will be replaced for underscores '_'. Leading slash is optional.
Usage: /animation/property /rotation/degrees target 75
Get the list of available (unloaded) assets. Assets must be loaded as animations in order to create actor instances.
Modulate the ACTOR by an RGB colour. R, G and B should be in the 0-1 range. Set to white (1,1,1) to restore its original colour.
Add an RGB colour to the ACTOR. R, G and B should be in the 0-1 range (can be negative to subtract colour). Set to black (0,0,0) to remove its effect. The addition is done after the modulation by /color
(if any).
Load a custom command definitions file, which should have the format described below.
Define a custom OSC command that is a list of other OSC commands. This may be recursive, so each SUBCOMMAND may reference one of the built-in commands, or another custom-defined command. Another way to define custom commands is via the file commands/init.osc. The CMDNAME string (first argument) may include argument names (ARG1 … ARGN), which may be referenced as SUBCOMMAND arguments using $ARG1 … $ARGN. Example: /def "/addsel actor anim" "/create $actor $anim" "/select $actor".
Change the editor’s font GDScript PROPERTY. Slashes ('/') will be replaced for underscores '_'. Leading slash is optional.
Usage: /editor/property /font/size 32
Iterate iterations
times over varName
, substituting the current iteration value in each call to cmd
.
Get documentation about CMD.
A command sometimes needs parameters, which are described in the help documentation with their name followed by a colon :
and their type. Parameter types include
- s
- string
- i
- integer
- f
- float
- b
- boolean
- …
- arbitrary number of paramters of any type
Load an ANIMATION asset from disk. It will create an animation with the same name as the asset. Wildcards are supported, so several animations can be loaded at once. See also: /assets/list
.
Map the control value to a CMD. The last 2 CMD arguments should be MIN and MAX, in that order. Example: /midi/cc 0 1 /position/x target 0 1920. WARNING: this only works with commands that accept 1 argument.
List commands for the EVENT in CHANNEL and optional NUM. Events is one of: noteon, noteonnum, noteonvelocity, noteonnumvelocity (NUM), noteontrig (NUM), noteoff, noteoffnum, cc (NUM)
Map the released NOTE number to a CMD. The last 2 CMD arguments should be MIN and MAX, in that order. Example: /midi/noteon/num 0 /position/x target 0 1920. WARNING: this only works with commands that accept 1 argument.
Map the pressed note number to a CMD. The last 2 CMD arguments should be MIN and MAX, in that order. Example: /midi/noteon/num 0 /position/x target 0 1920. WARNING: this only works with commands that accept 1 argument.
Map the NOTE velocity to a CMD. The last 2 CMD arguments should be MIN and MAX, in that order. Example: /midi/noteon/num 0 60 /position/y target 0 1080. WARNING: this only works with commands that accept 1 argument.
Execute a CMD when a note-on event is triggered on a specific NOTE.
Map the velocity of any note to a CMD. The last 2 CMD arguments should be MIN and MAX, in that order. Example: /midi/noteon/num 0 /position/y target 0 1080. WARNING: this only works with commands that accept 1 argument..
Generic command to set the VALUE to any PROPERTY of an ACTOR.
Send a CMD to an ACTOR with a random value between MIN and MAX. If a wildcard is used, e.g. bl*
, all ACTORs with with a name that begins with bl
will get a different value. WARNING: This only works with single-value commands.
Start a routine named NAME that sends CMD every INTERVAL of time (in seconds) for an arbitrary number of REPEATS.
Set a user VARIABLE with a VALUE, specifying the TYPE (:i = int, :f = float, :b = bool, :s string, :… = arbitrary number of arguments passed as array).
Usage: /set x:f 3.14
Assign the SHADER to an ACTOR. Passing an empty name for the shader argument will reset the Actor to use the default shader.
Create a named SHADER object with the given Godot shader CODE. If the code does not compile, then the default shader will be used. Passing no code argument for the shader will reset it to the default shader. Be sure to use double braces {{}}
around functions and code blocks.
Load a named SHADER object from disk, located in a file with .gdshader
extension in the shaders
subdirectory of the user assets path. Sending *
as the shader name will cause all custom shaders in that directory to be loaded.
Set a SHADER property (aka 'uniform' variable) for an ACTOR. The value
will depend on the type of the property, for example a vec3
would require three floats, a float
only requires a single value.
Add a STATE with a name to the state MACHINE. NEXT states is an arbitrary number of next possible states. Example: /state/add mymachine stateA state1 state2
would create a new stateA in mymachine
that would either repeat or move on to `state2.
See /state/def
Define a STATE with an ENTRY /def
to be executed when the state begins, and an EXIT /def
to be executed when it ends. Both should be existing `/def`s without parameters.
See /state/add
and /state/next
Change MACHINE to next state. This will send the 'exit' command of the current state, and the 'entry' command of the next state.
See /state/def
Change the ACTOR’s text GDScript PROPERTY. Slashes ('/') will be replaced for underscores '_'. Leading slash is optional.
Usage: /text/property /text target alo bla
Tweens a PROPERTY of an ACTOR between the current value and final VALUE in a span of time equal to DURation, in seconds. The TRANSITION must be one of: linear, sine, quint, quart, quad, expo, elastic, cubic, circ, bounce, back and spring. See also: /tween/loop.
Removes the ANIMATION asset from disk. This allows to free memory, and to reload a fresh version of the animation.
Stop an ACTOR from behaving as a mask. Any masked child nodes will be reparented to the top level (similar to /parent/free
).
Set the view’s width
and height
. This is used for off-screen rendering, so it can be sent over to other apps (Spout, …).