godot-2d-animation

📁 thedivergentai/gd-agentic-skills 📅 3 days ago
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安装命令
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-2d-animation

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Skill 文档

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