--- generated_by: gdlink-build generated_at: 2026-06-23T12:34:28Z do_not_edit: true title: Animation brick_type: executor tier: Basic generated: true --- # Animation **Category:** Executor **Tier:** Basic ## Purpose Controls AnimationPlayer and AnimatedSprite2D animations including play, pause, stop, and blending. ## Visual Reference ```{raw} html
As added to your scene
Animation brick as it appears in the GDLink editor
``` ## When To Use - Character animations (idle, walk, run, jump, attack) - Mechanical objects (doors, gears, elevators) - UI animations (menu transitions, button presses) - Cutscene animations - Enemy attack animations - Environmental animations (water, fire, plants) ## Runtime Behavior **Executes**: When activated, performs animation control operations ```{raw} html
Generated UI Mockup — showing expanded properties
Animation
-
x
Name:
Label this brick...
Mode:
Play
Anim Name:
v
Loop Mode:
Normal
Speed
1.0
v
Blend (s)
0.1
v
Loop
Reverse
Verbose
``` ## Properties | Property | Type | Default | Notes | |---|---|---|---| | Mode | option | Play | Animation control operation | | Anim Name | string | | Name of animation to play (e.g. 'walk', 'idle', 'jump') | | Speed | float | 1.0 | Playback speed multiplier (0.5 = half speed, 2.0 = double speed) | | Blend (s) | float | 0.1 | Transition blend duration in seconds | | Loop | bool | False | Loop animation indefinitely | | Loop Mode | option | Normal | Normal: Loop from start. Ping-Pong: Play forward then backward | | Reverse | bool | False | Start playing from the end (for reverse animations) | | Verbose | bool | False | Log animation operation to console for debugging | ## Example Use Cases **Character State Animations**: ``` Property(state, Equal, idle) -> AND -> Animation(name=idle, mode=Play, loop=true) Property(state, Equal, walk) -> AND -> Animation(name=walk, mode=Play, loop=true, blend=0.2) Property(state, Equal, run) -> AND -> Animation(name=run, mode=Play, loop=true, blend=0.2) Property(state, Equal, jump) -> AND -> Animation(name=jump, mode=Play, loop=false) ``` **Door Opening**: ``` Collision(Player) -> AND -> Animation(name=door_open, mode=Play, speed=1.0) Delay(180) -> AND -> Animation(name=door_open, mode=Play Backwards) // Open door, wait 3 seconds, close door ``` **Attack Animation**: > Sample inspector layout removed for compatibility. **Speed Control**: ``` Property(stamina, Greater, 50) -> AND -> Animation(name=run, speed=1.5) Property(stamina, Less, 50) -> AND -> Animation(name=run, speed=0.8) // Faster animation when high stamina, slower when tired ```