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Animation Manager

SteventheBeven edited this page Jul 6, 2026 · 2 revisions

System Summary

Descriptive summary of what the system is and what it does.

A global script that handles updating the currently placed entities' animations based on what is in the user's folder.


Connected Systems

List of connecting/parent/subsystems.

Connecting Systems:


Bugs

List of known bugs. Be descriptive but keep it brief!

  • When large animations are input, the project lags while updating the entities

Feature List / Breakdown of Features

List of features and descriptions within system.

Animation Swapping:

  • Updates entities to have their animations based on the animations within the user's assets folder

Animation Defaults:

  • If there is no animation in the user's folder, default images are used

Important Variables

Name the most important variables, their type, and what their purpose is

  • allAnimatedSprites : Array[Array] = An array of references to arrays of references to each entity types' animated sprites within the project.

Important Functions

Name of the most important functions, their parameters, and what they do.

  • func replace_animation_by_name(animatedSprite : AnimatedSprite2D, animationName : String) -> void: Replaces the animation frames of the specified animated sprite's animation with the specified name. The frames are replaced by those within the user's assets folder
  • func get_default_animation_by_name(animationName : String) -> Array[Image]: Retrieves the default animation with the specified name.

Future Work / Risks

List and description of upcoming work/risks.

Future Work:

  1. Make the FPS of the assets changeable

Risks:

  • The current method of updating animations can lead to long load times

Miscellaneous Notes

A place for miscellaneous notes pertaining to this system.

  • Note 1
    • Subnote 1
  • Note 2

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