Animation

Category: Executor Tier: Basic

Purpose

Controls AnimationPlayer and AnimatedSprite2D animations including play, pause, stop, and blending.

Visual Reference

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

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