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godot-docs/tutorials/2d/2d_sprite_animation.rst
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.. _doc_2d_sprite_animation:
2D Sprite animation
===================
Introduction
------------
In this tutorial, you'll learn two different ways to create 2D animated
characters. 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. Depending on which type of assets you
have, you can choose one of the following solutions.
First, we'll use :ref:`AnimatedSprite <class_AnimatedSprite>` to
animate a collection of individual images. Then, to use a sprite sheet, we'll
use :ref:`AnimationPlayer <class_AnimationPlayer>` along with the *Animation*
property of :ref:`Sprite <class_Sprite>`.
.. note:: Art for the following examples by https://opengameart.org/users/ansimuz
Individual images with AnimatedSprite
-------------------------------------
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:
:download:`run_animation.zip <files/run_animation.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.png
.. 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 ``AnimatedSprite`` and in its *SpriteFrames* property, select
"New SpriteFrames".
.. image:: img/2d_animation_new_spriteframes.png
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.png
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.png
Back in the Inspector, check the box for the *Playing* property. 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.
You can add additional animations by clicking the "New 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 KinematicBody2D
func _process(delta):
if Input.is_action_pressed("ui_right"):
$AnimatedSprite.play("run")
else:
$AnimatedSprite.stop()
Sprite sheet with AnimationPlayer
---------------------------------
In the event you have a sprite sheet containing all of your animation frames,
you can't easily use ``AnimatedSprite``. Instead, you can use a standard
:ref:`Sprite <class_Sprite>` node to display the texture, and then animate 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.png
.. 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.png
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 Sprite 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.png
Now select the ``Sprite`` node and click the key icon to add a new track.
.. image:: img/2d_animation_new_track.png
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.png
Press "Play" on the animation to see how it looks.
.. image:: img/2d_animation_running.gif
Summary
-------
These examples illustrate the two most common situations you'll encounter in
2D animation. Each has its benefits. Working with ``AnimationPlayer`` is
a bit more complex, but provides additional functionality, since you can also
animate other properties like position or scale. Experiment and see which
works best for your needs.