AnimatedTexture

Inherits: Texture < Resource < Reference < Object

Proxy texture for simple frame-based animations.

Description

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 AnimatedSprite, it isn’t a Node, but has the advantage of being usable anywhere a Texture resource can be used, e.g. in a TileSet.

The playback of the animation is controlled by the fps property as well as each frame’s optional delay (see set_frame_delay). 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 Texture.

Properties

int

current_frame

int

flags

0 (overrides Texture)

float

fps

4.0

int

frames

1

bool

oneshot

false

bool

pause

false

Methods

float

get_frame_delay ( int frame ) const

Texture

get_frame_texture ( int frame ) const

void

set_frame_delay ( int frame, float delay )

void

set_frame_texture ( int frame, Texture texture )

Constants

  • MAX_FRAMES = 256 —- The maximum number of frames supported by AnimatedTexture. If you need more frames in your animation, use AnimationPlayer or AnimatedSprite.

Property Descriptions

  • int current_frame

Setter

set_current_frame(value)

Getter

get_current_frame()

Sets the currently visible frame of the texture.


Default

4.0

Setter

set_fps(value)

Getter

get_fps()

Animation speed in frames per second. This value defines the default time interval between two frames of the animation, and thus the overall duration of the animation loop based on the frames property. A value of 0 means no predefined number of frames per second, the animation will play according to each frame’s frame delay (see set_frame_delay).

For example, an animation with 8 frames, no frame delay and a fps value of 2 will run for 4 seconds, with each frame lasting 0.5 seconds.


Default

1

Setter

set_frames(value)

Getter

get_frames()

Number of frames to use in the animation. While you can create the frames independently with 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.


Default

false

Setter

set_oneshot(value)

Getter

get_oneshot()

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.


Default

false

Setter

set_pause(value)

Getter

get_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.

Method Descriptions

  • float get_frame_delay ( int frame ) const

Returns the given frame’s delay value.


Returns the given frame’s Texture.


  • void set_frame_delay ( int frame, float delay )

Sets an additional delay (in seconds) between this frame and the next one, that will be added to the time interval defined by fps. By default, frames have no delay defined. If a delay value is defined, the final time interval between this frame and the next will be 1.0 / fps + delay.

For example, for an animation with 3 frames, 2 FPS and a frame delay on the second frame of 1.2, the resulting playback will be:

  1. Frame 0: 0.5 s (1 / fps)
  2. Frame 1: 1.7 s (1 / fps + 1.2)
  3. Frame 2: 0.5 s (1 / fps)
  4. Total duration: 2.7 s

  • void set_frame_texture ( int frame, Texture texture )

Assigns a Texture 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.