godot-2d-animation

安装量: 80
排名: #9812

安装

npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-2d-animation
2D Animation
Expert-level guidance for frame-based and skeletal 2D animation in Godot.
NEVER Do
NEVER use
animation_finished
for looping animations
— The signal only fires on non-looping animations. Use
animation_looped
instead for loop detection.
NEVER call
play()
and expect instant state changes
— AnimatedSprite2D applies
play()
on the next process frame. Call
advance(0)
immediately after
play()
if you need synchronous property updates (e.g., when changing animation + flip_h simultaneously).
NEVER set
frame
directly when preserving animation progress
— Setting
frame
resets
frame_progress
to 0.0. Use
set_frame_and_progress(frame, progress)
to maintain smooth transitions when swapping animations mid-frame.
NEVER forget to cache
@onready var anim_sprite
— The node lookup getter is surprisingly slow in hot paths like
_physics_process()
. Always use
@onready
.
NEVER mix AnimationPlayer tracks with code-driven AnimatedSprite2D
— Choose one animation authority per sprite. Mixing causes flickering and state conflicts.
Available Scripts
MANDATORY
Read the appropriate script before implementing the corresponding pattern. animation_sync.gd Method track triggers for frame-perfect logic (SFX/VFX hitboxes), signal-driven async gameplay orchestration, and AnimationTree blend space management. Use when syncing gameplay events to animation frames. animation_state_sync.gd Frame-perfect state-driven animation with transition queueing - essential for responsive character animation. shader_hook.gd Animating ShaderMaterial uniforms via AnimationPlayer property tracks. Covers hit flash, dissolve effects, and instance uniforms for batched sprites. Use for visual feedback tied to animation states. AnimatedSprite2D Signals (Expert Usage) animation_looped vs animation_finished extends CharacterBody2D @ onready var anim : AnimatedSprite2D = $AnimatedSprite2D func _ready ( ) -> void :

✅ Correct: Use animation_looped for repeating animations

anim . animation_looped . connect ( _on_loop )

✅ Correct: Use animation_finished ONLY for one-shots

anim . animation_finished . connect ( _on_finished ) anim . play ( "run" )

Looping animation

func _on_loop ( ) -> void :

Fires every loop iteration

emit_particle_effect ( "dust" ) func _on_finished ( ) -> void :

Only fires for non-looping animations

anim . play ( "idle" ) frame_changed for Event Triggering

Frame-perfect event system (attacks, footsteps, etc.)

extends AnimatedSprite2D signal attack_hit signal footstep

Define event frames per animation

const EVENT_FRAMES := { "attack" : { 3 : "attack_hit" , 7 : "attack_hit" } , "run" : { 2 : "footstep" , 5 : "footstep" } } func _ready ( ) -> void : frame_changed . connect ( _on_frame_changed ) func _on_frame_changed ( ) -> void : var events := EVENT_FRAMES . get ( animation , { } ) if frame in events : emit_signal ( events [ frame ] ) Advanced Pattern: Animation State Sync Problem: play() Timing Glitch When updating both animation and sprite properties (e.g., flip_h + animation change), play() doesn't apply until next frame, causing a 1-frame visual glitch.

❌ BAD: Glitches for 1 frame

func change_direction ( dir : int ) -> void : anim . flip_h = ( dir < 0 ) anim . play ( "run" )

Applied NEXT frame

Result: 1 frame of wrong animation with correct flip

✅ GOOD: Force immediate sync

func change_direction ( dir : int ) -> void : anim . flip_h = ( dir < 0 ) anim . play ( "run" ) anim . advance ( 0 )

Force immediate update

set_frame_and_progress() for Smooth Transitions Use when changing animations mid-animation without visual stutter:

Example: Skin swapping without animation reset

func swap_skin ( new_skin : String ) -> void : var current_frame := anim . frame var current_progress := anim . frame_progress

Load new SpriteFrames resource

anim . sprite_frames = load ( "res://skins/%s.tres" % new_skin )

✅ Preserve exact animation state

anim . play ( anim . animation )

Re-apply animation

anim . set_frame_and_progress ( current_frame , current_progress )

Result: Seamless skin swap mid-animation

Decision Tree: AnimatedSprite2D vs AnimationPlayer Scenario Use Simple frame-based sprite swapping AnimatedSprite2D Need to animate other properties (position, scale, rotation) AnimationPlayer Character with swappable skins/palettes AnimatedSprite2D (swap SpriteFrames) Cutout animation with 10+ bones AnimationPlayer (cleaner track management) Need to blend/crossfade animations AnimationPlayer (AnimationTree support) Pixel-perfect retro game AnimatedSprite2D (simpler frame control) Expert Pattern: Procedural Squash & Stretch

Physics-driven squash/stretch for game feel

extends CharacterBody2D @ onready var sprite : Sprite2D = $Sprite2D var _base_scale := Vector2 . ONE func _physics_process ( delta : float ) -> void : var prev_velocity := velocity move_and_slide ( )

Squash on landing

if not is_on_floor ( ) and is_on_floor ( ) : var impact_strength := clamp ( abs ( prev_velocity . y ) / 800.0 , 0.0 , 1.0 ) _squash_and_stretch ( Vector2 ( 1.0 + impact_strength * 0.3 , 1.0 - impact_strength * 0.3 ) )

Stretch during jump

elif velocity . y < - 200 : sprite . scale = _base_scale . lerp ( Vector2 ( 0.9 , 1.1 ) , delta * 5.0 ) else : sprite . scale = sprite . scale . lerp ( _base_scale , delta * 10.0 ) func _squash_and_stretch ( target_scale : Vector2 ) -> void : var tween := create_tween ( ) . set_trans ( Tween . TRANS_BACK ) . set_ease ( Tween . EASE_OUT ) tween . tween_property ( sprite , "scale" , target_scale , 0.08 ) tween . tween_property ( sprite , "scale" , _base_scale , 0.12 ) Cutout Animation (Bone2D Skeleton) For complex skeletal animation, use Bone2D instead of manual Sprite2D parenting: Skeleton Setup Player (Node2D) └─ Skeleton2D ├─ Bone2D (Root - Torso) │ ├─ Sprite2D (Body) │ └─ Bone2D (Head) │ └─ Sprite2D (Head) ├─ Bone2D (ArmLeft) │ └─ Sprite2D (Arm) └─ Bone2D (ArmRight) └─ Sprite2D (Arm) AnimationPlayer Tracks

Key bone rotations in AnimationPlayer

Tracks:

- "Skeleton2D/Bone2D:rotation"

- "Skeleton2D/Bone2D/Bone2D2:rotation" (head)

- "Skeleton2D/Bone2D3:rotation" (arm left)

Why Bone2D over manual parenting? Forward Kinematics (FK) and Inverse Kinematics (IK) support Easier to rig and weight paint Better integration with animation retargeting Performance: SpriteFrames Optimization

✅ GOOD: Share SpriteFrames resource across instances

const SHARED_FRAMES := preload ( "res://characters/player_frames.tres" ) func _ready ( ) -> void : anim_sprite . sprite_frames = SHARED_FRAMES

All player instances share same resource in memory

❌ BAD: Each instance loads separately

func _ready ( ) -> void : anim_sprite . sprite_frames = load ( "res://characters/player_frames.tres" )

Duplicates resource in memory per instance

Edge Case: Pixel Art Centering

Pixel art textures can appear blurry when centered between pixels

Solution 1: Disable centering

anim_sprite . centered = false anim_sprite . offset = Vector2 . ZERO

Solution 2: Enable global pixel snapping (Project Settings)

rendering/2d/snap/snap_2d_vertices_to_pixel = true

rendering/2d/snap/snap_2d_transforms_to_pixel = true

SpriteFrames Texture Filtering

Problem: SpriteFrames uses bilinear filtering (blurry for pixel art)

Solution: In Import tab for each texture:

- Filter: Nearest (for pixel art)

- Mipmaps: Off (prevents blending at distance)

Or set globally in Project Settings:

rendering/textures/canvas_textures/default_texture_filter = Nearest

Reference Master Skill: godot-master

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