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godot-demo-projects/2d/custom_drawing/animation_slice.gd
2025-10-11 05:03:59 -07:00

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extends Control
var use_antialiasing: bool = false
func _draw() -> void:
var margin := Vector2(240, 70)
var offset := Vector2(0, 150)
# This is an example of using draw commands to create animations.
# For "continuous" animations, you can use a timer within `_draw()` and call `queue_redraw()`
# in `_process()` to redraw every frame.
# Animation length in seconds. The animation will loop after the specified duration.
const ANIMATION_LENGTH = 2.0
# 5 frames per second.
const ANIMATION_FRAMES = 10
# Declare an animation frame with randomized rotation and color for each frame.
# `draw_animation_slice()` makes it so the following draw commands are only visible
# on screen when the current time is within the animation slice.
# NOTE: Pause does not affect animations drawn by `draw_animation_slice()`
# (they will keep playing).
for frame in ANIMATION_FRAMES:
# `remap()` is useful to determine the time slice in which a frame is visible.
# For example, on the 2nd frame, `slice_begin` is `0.2` and `slice_end` is `0.4`.
var slice_begin := remap(frame, 0, ANIMATION_FRAMES, 0, ANIMATION_LENGTH)
var slice_end := remap(frame + 1, 0, ANIMATION_FRAMES, 0, ANIMATION_LENGTH)
draw_animation_slice(ANIMATION_LENGTH, slice_begin, slice_end)
draw_set_transform(margin + offset, deg_to_rad(randf_range(-5.0, 5.0)))
draw_rect(
Rect2(Vector2(), Vector2(100, 50)),
Color.from_hsv(randf(), 0.4, 1.0),
true,
-1.0,
use_antialiasing
)
draw_end_animation()