Manual: Utilizing the AnimationPlayer Node

The AnimationPlayer node used in ACTION GAME MAKER is a native Godot node. This manual explains some of its core features.


Features of AnimationPlayer

AnimationPlayer is a timeline-based playback system that controls multiple tracks, allowing for a workflow similar to that of video editing tools.


Adding Tracks

Add from Each Property

With the AnimationPlayer node selected and the panel open, selecting another node will show a key icon next to its properties.
Clicking this icon will create a track and insert a keyframe.

Add from the Timeline

From the timeline, click “Add Track” and choose the property to track.
For Property Tracks, select the node and then the specific property.

Add Keys via Editor Buttons (Position, Rotation, Scale only)

Primarily used for skeletal animations.
Toggles determine which transforms (position, rotation, scale) are inserted at the selected time.
If the record button is enabled, changes to these values are automatically added to the timeline.
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About the RESET Track

When adding a new track, you may be prompted about adding a RESET track.
In short: you do not need to add it.

RESET tracks are used to restore property values to their default states, but they are not used by ACTION GAME MAKER’s visual scripts.
However, keep in mind: objects will default to values in the RESET track in the editor.
If you disable something in the editor but enable it in the RESET track, it will appear enabled in-game—so it’s safest to skip adding it.


Modifying Collision Shapes

To animate the size of a collision shape (e.g., RectangleShape2D, CapsuleShape2D), expand the shape resource inside the node and select the inner property.


Example Use Cases for Properties

You can animate nearly any property, which opens up many possibilities:

  • Enable/Disable Hitboxes or Colliders
    Use the Disabled property on collision nodes.
  • Switch Sprites
    Toggle the Visible property of Sprite2D nodes to change visuals like weapons or effects.
  • Custom Settings Changes
    Use MoveAndJumpSettings or BaseSettings to animate speed boosts, gravity, attack power, etc.
  • Trigger Particle Effects
    Animate the Emitting property on Particles nodes to turn effects on/off.
  • Sound Playback
    Animate properties of AudioStreamPlayer nodes for playing/stopping audio.
  • Shader Transitions
    Animate shader parameters to create gradual visual effects like distortion.

Easing

By default, animated values interpolate linearly.
For example, if a value is 0 at 0s and 1 at 1s, it will be 0.5 at 0.5s.
Easing lets you change that curve—for example, you could make the halfway value 0.1.
Each keyframe can have its own easing value (which affects the span after that key).


Bézier Curves

You can create Bézier curve tracks when inserting keyframes.
Unlike easing, Bézier tracks allow freeform curve control beyond two points.
Click the curve icon in the track panel to open the curve editor.


You can edit the curve using standard handles.


Timing Caution

In AnimationPlayer, the next animation starts after the current one ends.
For example, at 60 FPS, an animation with a length of 1.0 seconds ends at frame 59.
The next animation begins at 1.002 seconds, causing a 0.002s delay.

Normally this is unnoticeable, but:

  • If one animation enables a hitbox near its end,
  • And the next animation disables the hitbox at its beginning,

This may create a brief period where the hitbox remains active, causing unintended extra hits.