/** * Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel. * * **Note:** You can associate a set of normal maps by creating additional [SpriteFrames] resources with a `_normal` suffix. For example, having 2 [SpriteFrames] resources `run` and `run_normal` will make it so the `run` animation uses the normal map. * */ declare class AnimatedSprite extends Node2D { /** * Animations are created using a [SpriteFrames] resource, which can be configured in the editor via the SpriteFrames panel. * * **Note:** You can associate a set of normal maps by creating additional [SpriteFrames] resources with a `_normal` suffix. For example, having 2 [SpriteFrames] resources `run` and `run_normal` will make it so the `run` animation uses the normal map. * */ new(): AnimatedSprite; static "new"(): AnimatedSprite /** The current animation from the [code]frames[/code] resource. If this value changes, the [code]frame[/code] counter is reset. */ animation: string; /** If [code]true[/code], texture will be centered. */ centered: boolean; /** If [code]true[/code], texture is flipped horizontally. */ flip_h: boolean; /** If [code]true[/code], texture is flipped vertically. */ flip_v: boolean; /** The displayed animation frame's index. */ frame: int; /** The [SpriteFrames] resource containing the animation(s). */ frames: SpriteFrames; /** The texture's drawing offset. */ offset: Vector2; /** If [code]true[/code], the [member animation] is currently playing. */ playing: boolean; /** The animation speed is multiplied by this value. */ speed_scale: float; /** Returns [code]true[/code] if an animation is currently being played. */ is_playing(): boolean; /** Plays the animation named [code]anim[/code]. If no [code]anim[/code] is provided, the current animation is played. If [code]backwards[/code] is [code]true[/code], the animation will be played in reverse. */ play(anim?: string, backwards?: boolean): void; /** Stops the current animation (does not reset the frame counter). */ stop(): void; connect>(signal: T, method: SignalFunction): number; /** * Emitted when the animation is finished (when it plays the last frame). If the animation is looping, this signal is emitted every time the last frame is drawn. * */ $animation_finished: Signal<() => void> /** * Emitted when [member frame] changed. * */ $frame_changed: Signal<() => void> }