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156 lines
5.7 KiB
ReStructuredText
.. _doc_2d_sprite_animation:
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2D Sprite animation
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===================
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Introduction
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------------
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In this tutorial, you'll learn two different ways to create 2D animated
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characters. Typically, when you create or download an animated character, it
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will come in one of two ways: as individual images or as a single sprite sheet
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containing all the animation's frames. Depending on which type of assets you
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have, you can choose one of the following solutions.
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First, we'll use :ref:`AnimatedSprite <class_AnimatedSprite>` to
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animate a collection of individual images. Then, to use a sprite sheet, we'll
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use :ref:`AnimationPlayer <class_AnimationPlayer>` along with the *Animation*
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property of :ref:`Sprite <class_Sprite>`.
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.. note:: Art for the following examples by https://opengameart.org/users/ansimuz
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Individual images with AnimatedSprite
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-------------------------------------
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In this scenario, you have a collection of images, each containing one of your
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character's animation frames. For this example, we'll use the following
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animation:
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.. image:: img/2d_animation_run_preview.gif
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You can download the images here:
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:download:`run_animation.zip <files/run_animation.zip>`
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Unzip the images and place them in your project folder. Set up your scene tree
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with the following nodes:
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.. image:: img/2d_animation_tree1.png
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.. note:: The root node could also be :ref:`Area2D <class_Area2D>` or
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:ref:`RigidBody2D <class_RigidBody2D>`. The animation will still be
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made in the same way. Once the animation is completed, you can
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assign a shape to the CollisionShape2D. See
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:ref:`Physics Introduction <doc_physics_introduction>` for more
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information.
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Now select the ``AnimatedSprite`` and in its *SpriteFrames* property, select
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"New SpriteFrames".
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.. image:: img/2d_animation_new_spriteframes.png
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Click on the new SpriteFrames resource and you'll see a new panel appear at the
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bottom of the editor window:
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.. image:: img/2d_animation_spriteframes.png
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From the FileSystem dock on the left side, drag the 8 individual images into
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the center part of the SpriteFrames panel. On the left side, change the name
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of the animation from "default" to "run".
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.. image:: img/2d_animation_spriteframes_done.png
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Back in the Inspector, check the box for the *Playing* property. You should
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now see the animation playing in the viewport. However, it is a bit slow. To
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fix this, change the *Speed (FPS)* setting in the SpriteFrames panel.
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You can add additional animations by clicking the "New Animation" button and
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adding additional images.
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Controlling the animation
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~~~~~~~~~~~~~~~~~~~~~~~~~
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Once the animation is complete, you can control the animation via code using
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the ``play()`` and ``stop()`` methods. Here is a brief example to play the
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animation while the right arrow key is held, and stop it when the key is
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released.
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends KinematicBody2D
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func _process(delta):
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if Input.is_action_pressed("ui_right"):
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$AnimatedSprite.play("run")
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else:
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$AnimatedSprite.stop()
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Sprite sheet with AnimationPlayer
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---------------------------------
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In the event you have a sprite sheet containing all of your animation frames,
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you can't easily use ``AnimatedSprite``. Instead, you can use a standard
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:ref:`Sprite <class_Sprite>` node to display the texture, and then animate the
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change from texture to texture with :ref:`AnimationPlayer <class_AnimationPlayer>`.
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Consider this sprite sheet, which contains 6 frames of animation:
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.. image:: img/2d_animation_player-run.png
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Right-click the image and choose "Save Image As" to download, then copy the
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image into your project folder.
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Our goal is to display these images one after another in a loop. Start by
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setting up your scene tree:
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.. image:: img/2d_animation_tree2.png
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.. note:: The root node could also be :ref:`Area2D <class_Area2D>` or
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:ref:`RigidBody2D <class_RigidBody2D>`. The animation will still be
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made in the same way. Once the animation is completed, you can
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assign a shape to the CollisionShape2D. See
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:ref:`Physics Introduction <doc_physics_introduction>` for more
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information.
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Drag the spritesheet into the Sprite's *Texture* property, and you'll see the
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whole sheet displayed on the screen. To slice it up into individual frames,
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expand the *Animation* section in the Inspector and set the *Hframes* to ``6``.
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*Hframes* and *Vframes* are the number of horizontal and vertical frames in
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your sprite sheet.
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.. image:: img/2d_animation_setframes.png
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Now try changing the value of the *Frame* property. You'll see that it ranges
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from ``0`` to ``5`` and the image displayed by the Sprite changes accordingly.
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This is the property we'll be animating.
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Select the ``AnimationPlayer`` and click the "Animation" button followed by
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"New". Name the new animation "walk". Set the animation length to ``0.6`` and
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click the "Loop" button so that our animation will repeat.
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.. image:: img/2d_animation_new_animation.png
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Now select the ``Sprite`` node and click the key icon to add a new track.
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.. image:: img/2d_animation_new_track.png
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Continue adding frames at each point in the timeline (``0.1`` seconds by
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default), until you have all the frames from 0 to 5. You'll see the frames
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actually appearing in the animation track:
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.. image:: img/2d_animation_full_animation.png
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Press "Play" on the animation to see how it looks.
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.. image:: img/2d_animation_running.gif
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Summary
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-------
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These examples illustrate the two most common situations you'll encounter in
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2D animation. Each has its benefits. Working with ``AnimationPlayer`` is
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a bit more complex, but provides additional functionality, since you can also
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animate other properties like position or scale. Experiment and see which
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works best for your needs.
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