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Some functions may be called after an animation has been finished. For example, a death animation finished and then calling queue_free(). Can this be done with the AnimatedSprite or do you need an animationPlayer?
The AnimatedSprite has a few signals like animation_finished and animation_looped which are emitted when the animation finises (for an animation without a loop) or when the animation loops. You could connect that signal to a function that calls queue_free.
Thanks for the comment! It really seems like a full tutorial on Animation Player would be useful. It might be a bit harder, but it is worth it, especially for more complex animations. 🥜
To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/CashewOldDew/ .
You’ll also get 20% off an annual premium subscription
sprite frames + animation player is a crazy useful combo that lets you do a lot with 2D animations
Animation Player seems to have so much more control than the other 2 methods at first glance
Thank you!
Some functions may be called after an animation has been finished. For example, a death animation finished and then calling queue_free(). Can this be done with the AnimatedSprite or do you need an animationPlayer?
The AnimatedSprite has a few signals like animation_finished and animation_looped which are emitted when the animation finises (for an animation without a loop) or when the animation loops. You could connect that signal to a function that calls queue_free.
Bruh I did not know you can just drag and drop at 2:20.
I'm glad you found out about it. It's a huge time saver!
Animated sprite 2d and spirte sheet is fun easy. Animation player....😢😢 a bit harder.
Thanks for the comment! It really seems like a full tutorial on Animation Player would be useful. It might be a bit harder, but it is worth it, especially for more complex animations. 🥜