![]() ![]() Since we are talking of sprite sheet, we can create AtlasTextures: func get_texture_frame(row, column): Once you are done, you can create an ImageTexture from the Image, like this: image_texture = ImageTexture.new() Or it could be a single one which uses the methods described in Custom drawing in 2D, or CanvasItem shaders (For example, you may allow the user to do a hue rotation of a sprite sheet, implemented in a shader). Which means that you can add multiple nodes to compose the image, with their transforms and modulations. Thus, you can add to the Viewport anything you want to draw. Then to get the texture from the Viewport, you can use viewport.get_texture() (and, of course, you can get an Image from it with. If you found the above approach too limiting. If the blit_rect line is giving you problems, try that. Note: depending on the format of the image you want to draw, you may have to convert it first: nvert(Image.FORMAT_RGBA8)Īlso, usually, the images are imported in a compressed format that cannot be converted directly, and thus you would have to decompress first: compress() Now the idea is that you will do that for all the sprite sheets that you need to draw. The other Vector2.ZERO is the position where we want to draw it. ![]() There the Rect2 is the source area (the area of the image we are drawing that we want to draw) which goes from Vector2.ZERO to the size of the image. Then we can draw it with blit_rect: image.blit_rect(source, Rect2(Vector2.ZERO, source.get_size()), Vector2.ZERO) So we use get_data(): var source := preload("res://icon.png").get_data() We usually import as textures, but we want an image. For example: var icon := preload("res://icon.png") Now we need the image we are going to draw (the first sprite sheet). You want a format that has an alpha channel, otherwise, you will not be able to draw with transparency. Image.create(256,256,false,Image.FORMAT_RGBA8)Ĭhange 256,256 with the appropriate size. We can create an Image: var image = Image.new() And there is some order in which you overlay them to create the sprite sheet of the player. Stay tuned.So you let the player select a series of sprite sheets. ![]() Pretty cool! However, instead of advancing the frame using code there is a much better approach to animation, that we will see in the next tutorial. If we are at the last frame of our available animation, we then go back to the very first frame. In our process tick we increment a variable tempElapsed, until 1/10th of a second has elapsed, at which point we move on to the next frame. If(get_frame() = self.get_sprite_frames().get_frame_count()-1): Attach a script to the AnimatedSprite node, then use the following code: extends AnimatedSprite Now let’s add some code to flip through the frames of our AnimatedSprite. Shift select all of the sprite frames and select OKĪll of your sprites should now appear in the editor: The 2D editor will now be replaced with the SpriteFrames editor. Now we add the frames to our AnimatedSprite by selecting Frame->New SpriteFrames Now add an AnimatedSprite node to your scene like so: Assuming you’ve done it right, your FileSystem should look somewhat like: Be aware, you can multi select in the Importer, so you can import the entire sequence in one go. Now we simply want to import them to our using the standard Import->2D Texture method. You can download the zip file containing these images here, or of course you can use whatever images you want. Speaking of frames of animation, this is the sequence of png images I am going to use for this example: In plain English, this class enables us to have a sprite with multiple frames of animation. ![]() Sprite AnimationĪnimatedSprite is a handy Node2D derived class that enables you to have a node with multiple SpriteFrames. In the immediately following tutorial, we will then cover a much better animation method using AnimationPlayer.Īs always, there is an HD Video version of this tutorial available right here or embedded below.Īlright, let’s just right in with AnimatedSprite. We are going to import and create a node that has multiple frames of animation, then look at some code to flip between frames. In this tutorial we are going to look at Sprite Animation in Godot Engine, specifically on using the AnimatedSprite class. ![]()
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