124 lines
3.4 KiB
GDScript
124 lines
3.4 KiB
GDScript
@tool
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@icon("spritesheet_animation.svg")
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class_name SpritesheetAnimation
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extends Node
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## A node that animates a portion of a spritesheet displayed in a parent [Sprite2D].
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##
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## The parent [Sprite2D] should have [member Sprite2D.hrames] and [member Sprite2D.vframes]
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## properly set to match the spritesheet's grid. An animation consists of
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## a coordinate (in frames, not pixels) pointing to the first frame of the animation
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## and an amount of frames to include from then forward (wrapping to the next row
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## if going beyond the current one).
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## Emitted when a new frame is shown.
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signal frame_changed()
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## Emitted when the animation reaches the last frame and loops.
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signal looped()
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## Emitted when the animation reaches the last frame and stops.
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signal finished()
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@export_group("Animation Setup")
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## Frame coordinates of the first animation frame.
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@export var first_frame: Vector2i:
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set(value):
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var sprite = get_parent() as Sprite2D
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if sprite:
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first_frame = value.clamp(Vector2i.ZERO, Vector2i(sprite.hframes - 1, sprite.vframes - 1))
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else:
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first_frame = value
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## Length of the animation in frames.
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@export_range(1, 1, 1, "or_greater") var frames: int = 1
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## Rate of animation in frames per second.
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@export_range(1, 60, 1, "or_greater") var fps: float = 1.0
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## Behavior when the last animation frame finishes. [br]
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## If [code]true[/code], the animation will loop and emits [signal looped]. [br]
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## If [code]false[/code], the animation will stay on the last frame and emits [signal finished].
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@export var loop: bool = false
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@export_group("Playback")
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## Whether the animation is playing. If another [SpritesheetAnimation] is
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## playing through the same parent [Sprite2D], it will be stopped when this
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## is set to [code]true[/code].
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@export var playing: bool = false:
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set(value):
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if not playing and value and is_inside_tree():
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_stop_other_animations()
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playing = value
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## Speed scaling ration. [br]
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## If set to a negative value, the animation will play backwards.
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@export var speed_scale: float = 1.0
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var frame: int:
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get():
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return int(_current_frame)
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var _current_frame: float = 0.0
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func _ready() -> void:
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first_frame = first_frame
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func _physics_process(delta: float) -> void:
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if playing:
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var last_frame = frame
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_current_frame += delta * fps * speed_scale
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if _current_frame >= float(frames):
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if loop:
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_current_frame -= float(frames)
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looped.emit()
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else:
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playing = false
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_current_frame = float(frames - 1)
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finished.emit()
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return
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if _current_frame < 0.0:
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if loop:
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_current_frame += float(frames)
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looped.emit()
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else:
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playing = false
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_current_frame = 0.0
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finished.emit()
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return
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if last_frame != frame:
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frame_changed.emit()
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_update_sprite()
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func _get_configuration_warnings() -> PackedStringArray:
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var sprite = get_parent() as Sprite2D
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if not sprite:
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return ["Must be a child of a Sprite2D in order to function."]
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return []
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## Plays the animation from the beginning.
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func play() -> void:
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playing = true
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_current_frame = 0.0
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_update_sprite()
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## Stops playback.
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func stop() -> void:
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playing = false
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func _update_sprite() -> void:
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var sprite = get_parent() as Sprite2D
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if sprite:
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sprite.frame_coords = first_frame
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sprite.frame += int(_current_frame)
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func _stop_other_animations() -> void:
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for child in get_parent().get_children().filter(
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func(node):
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return node != self and node is SpritesheetAnimation
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):
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child.playing = false
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