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- .. _doc_2d_sprite_animation:
- 2D sprite animation
- ===================
- Introduction
- ------------
- In this tutorial, you'll learn how to create 2D animated
- characters with the AnimatedSprite2D class and the AnimationPlayer.
- Typically, when you create or download an animated character,
- it will come in one of two ways: as individual images or as a single sprite sheet
- containing all the animation's frames.
- Both can be animated in Godot with the AnimatedSprite2D class.
- First, we'll use :ref:`AnimatedSprite2D <class_AnimatedSprite2D>` to
- animate a collection of individual images.
- Then we will animate a sprite sheet using this class.
- Finally, we will learn another way to animate a sprite sheet
- with :ref:`AnimationPlayer <class_AnimationPlayer>` and the *Animation*
- property of :ref:`Sprite2D <class_Sprite2D>`.
- .. note:: Art for the following examples by https://opengameart.org/users/ansimuz and tgfcoder.
- Individual images with AnimatedSprite2D
- ---------------------------------------
- In this scenario, you have a collection of images, each containing one of your
- character's animation frames. For this example, we'll use the following
- animation:
- .. image:: img/2d_animation_run_preview.gif
- You can download the images here:
- `2d_sprite_animation_assets.zip <https://github.com/godotengine/godot-docs-project-starters/releases/download/latest-4.x/2d_sprite_animation_assets.zip>`_
- Unzip the images and place them in your project folder. Set up your scene tree
- with the following nodes:
- .. image:: img/2d_animation_tree1.webp
- .. note:: The root node could also be :ref:`Area2D <class_Area2D>` or
- :ref:`RigidBody2D <class_RigidBody2D>`. The animation will still be
- made in the same way. Once the animation is completed, you can
- assign a shape to the CollisionShape2D. See
- :ref:`Physics Introduction <doc_physics_introduction>` for more
- information.
- Now select the ``AnimatedSprite2D`` and in its *SpriteFrames* property, select
- "New SpriteFrames".
- .. image:: img/2d_animation_new_spriteframes.webp
- Click on the new SpriteFrames resource and you'll see a new panel appear at the
- bottom of the editor window:
- .. image:: img/2d_animation_spriteframes.webp
- From the FileSystem dock on the left side, drag the 8 individual images into
- the center part of the SpriteFrames panel. On the left side, change the name
- of the animation from "default" to "run".
- .. image:: img/2d_animation_spriteframes_done.webp
- Use the "Play" buttons on the top-right of the *Filter Animations* input to preview the animation.
- You should now see the animation playing in the viewport.
- However, it is a bit slow. To fix this,
- change the *Speed (FPS)* setting in the SpriteFrames panel to 10.
- You can add additional animations by clicking the "Add Animation" button and
- adding additional images.
- Controlling the animation
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- Once the animation is complete, you can control the animation via code using
- the ``play()`` and ``stop()`` methods. Here is a brief example to play the
- animation while the right arrow key is held, and stop it when the key is
- released.
- .. tabs::
- .. code-tab:: gdscript GDScript
- extends CharacterBody2D
- @onready var _animated_sprite = $AnimatedSprite2D
- func _process(_delta):
- if Input.is_action_pressed("ui_right"):
- _animated_sprite.play("run")
- else:
- _animated_sprite.stop()
- .. code-tab:: csharp
- using Godot;
- public partial class Character : CharacterBody2D
- {
- private AnimatedSprite2D _animatedSprite;
- public override void _Ready()
- {
- _animatedSprite = GetNode<AnimatedSprite2D>("AnimatedSprite2D");
- }
- public override _Process(float _delta)
- {
- if (Input.IsActionPressed("ui_right"))
- {
- _animatedSprite.Play("run");
- }
- else
- {
- _animatedSprite.Stop();
- }
- }
- }
- Sprite sheet with AnimatedSprite2D
- ----------------------------------
- You can also easily animate from a sprite sheet with the class ``AnimatedSprite2D``.
- We will use this public domain sprite sheet:
- .. image:: img/2d_animation_frog_spritesheet.png
- Right-click the image and choose "Save Image As" to download it,
- and then copy the image into your project folder.
- Set up your scene tree the same way you did previously when using individual images.
- Select the ``AnimatedSprite2D`` and in its *SpriteFrames* property, select "New SpriteFrames".
- Click on the new SpriteFrames resource.
- This time, when the bottom panel appears, select "Add frames from a Sprite Sheet".
- .. image:: img/2d_animation_add_from_spritesheet.webp
- You will be prompted to open a file. Select your sprite sheet.
- A new window will open, showing your sprite sheet.
- The first thing you will need to do is to change the number of vertical and horizontal images in your sprite sheet.
- In this sprite sheet, we have four images horizontally and two images vertically.
- .. image:: img/2d_animation_spritesheet_select_rows.webp
- Next, select the frames from the sprite sheet that you want to include in your animation.
- We will select the top four, then click "Add 4 frames" to create the animation.
- .. image:: img/2d_animation_spritesheet_selectframes.webp
- You will now see your animation under the list of animations in the bottom panel.
- Double click on default to change the name of the animation to jump.
- .. image:: img/2d_animation_spritesheet_animation.webp
- Finally, check the play button on the SpriteFrames editor to see your frog jump!
- .. image:: img/2d_animation_play_spritesheet_animation.webp
- Sprite sheet with AnimationPlayer
- ---------------------------------
- Another way that you can animate when using a sprite sheet is to use a standard
- :ref:`Sprite2D <class_Sprite2D>` node to display the texture, and then animating the
- change from texture to texture with :ref:`AnimationPlayer <class_AnimationPlayer>`.
- Consider this sprite sheet, which contains 6 frames of animation:
- .. image:: img/2d_animation_player-run.png
- Right-click the image and choose "Save Image As" to download, then copy the
- image into your project folder.
- Our goal is to display these images one after another in a loop. Start by
- setting up your scene tree:
- .. image:: img/2d_animation_tree2.webp
- .. note:: The root node could also be :ref:`Area2D <class_Area2D>` or
- :ref:`RigidBody2D <class_RigidBody2D>`. The animation will still be
- made in the same way. Once the animation is completed, you can
- assign a shape to the CollisionShape2D. See
- :ref:`Physics Introduction <doc_physics_introduction>` for more
- information.
- Drag the spritesheet into the Sprite's *Texture* property, and you'll see the
- whole sheet displayed on the screen. To slice it up into individual frames,
- expand the *Animation* section in the Inspector and set the *Hframes* to ``6``.
- *Hframes* and *Vframes* are the number of horizontal and vertical frames in
- your sprite sheet.
- .. image:: img/2d_animation_setframes.webp
- Now try changing the value of the *Frame* property. You'll see that it ranges
- from ``0`` to ``5`` and the image displayed by the Sprite2D changes accordingly.
- This is the property we'll be animating.
- Select the ``AnimationPlayer`` and click the "Animation" button followed by
- "New". Name the new animation "walk". Set the animation length to ``0.6`` and
- click the "Loop" button so that our animation will repeat.
- .. image:: img/2d_animation_new_animation.webp
- Now select the ``Sprite2D`` node and click the key icon to add a new track.
- .. image:: img/2d_animation_new_track.webp
- Continue adding frames at each point in the timeline (``0.1`` seconds by
- default), until you have all the frames from 0 to 5. You'll see the frames
- actually appearing in the animation track:
- .. image:: img/2d_animation_full_animation.webp
- Press "Play" on the animation to see how it looks.
- .. image:: img/2d_animation_running.gif
- Controlling an AnimationPlayer animation
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Like with AnimatedSprite2D, you can control the animation via code using
- the ``play()`` and ``stop()`` methods. Again, here is an example to play the
- animation while the right arrow key is held, and stop it when the key is
- released.
- .. tabs::
- .. code-tab:: gdscript GDScript
- extends CharacterBody2D
- @onready var _animation_player = $AnimationPlayer
- func _process(_delta):
- if Input.is_action_pressed("ui_right"):
- _animation_player.play("walk")
- else:
- _animation_player.stop()
- .. code-tab:: csharp
- using Godot;
- public partial class Character : CharacterBody2D
- {
- private AnimationPlayer _animationPlayer;
- public override void _Ready()
- {
- _animationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
- }
- public override void _Process(float _delta)
- {
- if (Input.IsActionPressed("ui_right"))
- {
- _animationPlayer.Play("walk");
- }
- else
- {
- _animationPlayer.Stop();
- }
- }
- }
- .. note:: If updating both an animation and a separate property at once
- (for example, a platformer may update the sprite's ``h_flip``/``v_flip``
- properties when a character turns while starting a 'turning' animation),
- it's important to keep in mind that ``play()`` isn't applied instantly.
- Instead, it's applied the next time the :ref:`AnimationPlayer <class_AnimationPlayer>` is processed.
- This may end up being on the next frame, causing a 'glitch' frame,
- where the property change was applied, but the animation was not.
- If this turns out to be a problem, after calling ``play()``, you can call ``advance(0)``
- to update the animation immediately.
- Summary
- -------
- These examples illustrate the two classes you can use in Godot for 2D animation.
- ``AnimationPlayer`` is a bit more complex than ``AnimatedSprite2D``,
- but it provides additional functionality, since you can also
- animate other properties like position or scale.
- The class ``AnimationPlayer`` can also be used with an ``AnimatedSprite2D``.
- Experiment to see what works best for your needs.
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