godot-2d-animation
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-2d-animation
Agent 安装分布
Skill 文档
2D Animation
Expert-level guidance for frame-based and skeletal 2D animation in Godot.
NEVER Do
- NEVER use
animation_finishedfor looping animations â The signal only fires on non-looping animations. Useanimation_loopedinstead for loop detection. - NEVER call
play()and expect instant state changes â AnimatedSprite2D appliesplay()on the next process frame. Calladvance(0)immediately afterplay()if you need synchronous property updates (e.g., when changing animation + flip_h simultaneously). - NEVER set
framedirectly when preserving animation progress â Settingframeresetsframe_progressto 0.0. Useset_frame_and_progress(frame, progress)to maintain smooth transitions when swapping animations mid-frame. - NEVER forget to cache
@onready var anim_spriteâ The node lookup getter is surprisingly slow in hot paths like_physics_process(). Always use@onready. - NEVER mix AnimationPlayer tracks with code-driven AnimatedSprite2D â 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:
# â
Correct: Use animation_looped for repeating animations
anim.animation_looped.connect(_on_loop)
# â
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.
# â 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
# â
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)
# â
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)
ââ Skeleton2D
ââ Bone2D (Root - Torso)
â ââ Sprite2D (Body)
â ââ Bone2D (Head)
â ââ Sprite2D (Head)
ââ Bone2D (ArmLeft)
â ââ Sprite2D (Arm)
ââ Bone2D (ArmRight)
ââ 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
# â
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
# â 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