text: /*************************************************************************/
  /*  animated_sprite.cpp                                                  */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
  /*                                                                       */
  /* Permission is hereby granted, free of charge, to any person obtaining */
  /* a copy of this software and associated documentation files (the       */
  /* "Software"), to deal in the Software without restriction, including   */
  /* without limitation the rights to use, copy, modify, merge, publish,   */
  /* distribute, sublicense, and/or sell copies of the Software, and to    */
  /* permit persons to whom the Software is furnished to do so, subject to */
  /* the following conditions:                                             */
  /*                                                                       */
  /* The above copyright notice and this permission notice shall be        */
  /* included in all copies or substantial portions of the Software.       */
  /*                                                                       */
  /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
  /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
  /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
  /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
  /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
  /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
  /*************************************************************************/
  
  #include "animated_sprite.h"
  #include "core/os/os.h"
  #include "scene/scene_string_names.h"
  
  #define NORMAL_SUFFIX "_normal"
  
  Dictionary AnimatedSprite::_edit_get_state() const {
  	Dictionary state = Node2D::_edit_get_state();
  	state["offset"] = offset;
  	return state;
  }
  
  void AnimatedSprite::_edit_set_state(const Dictionary &p_state) {
  	Node2D::_edit_set_state(p_state);
  	set_offset(p_state["offset"]);
  }
  
  void AnimatedSprite::_edit_set_pivot(const Point2 &p_pivot) {
  	set_offset(get_offset() - p_pivot);
  	set_position(get_transform().xform(p_pivot));
  }
  
  Point2 AnimatedSprite::_edit_get_pivot() const {
  	return Vector2();
  }
  
  bool AnimatedSprite::_edit_use_pivot() const {
  	return true;
  }
  
  Rect2 AnimatedSprite::_edit_get_rect() const {
  	return _get_rect();
  }
  
  bool AnimatedSprite::_edit_use_rect() const {
  	if (!frames.is_valid() || !frames->has_animation(animation) || frame < 0 || frame >= frames->get_frame_count(animation)) {
  		return false;
  	}
  	Ref<Texture> t;
  	if (animation)
  		t = frames->get_frame(animation, frame);
  	if (t.is_null())
  		return false;
  
  	return true;
  }
  
  Rect2 AnimatedSprite::get_anchorable_rect() const {
  	return _get_rect();
  }
  
  Rect2 AnimatedSprite::_get_rect() const {
  	if (!frames.is_valid() || !frames->has_animation(animation) || frame < 0 || frame >= frames->get_frame_count(animation)) {
  		return Rect2();
  	}
  
  	Ref<Texture> t;
  	if (animation)
  		t = frames->get_frame(animation, frame);
  	if (t.is_null())
  		return Rect2();
  	Size2 s = t->get_size();
  
  	Point2 ofs = offset;
  	if (centered)
  		ofs -= Size2(s) / 2;
  
  	if (s == Size2(0, 0))
  		s = Size2(1, 1);
  
  	return Rect2(ofs, s);
  }
  
  void SpriteFrames::add_frame(const StringName &p_anim, const Ref<Texture> &p_frame, int p_at_pos) {
  
  	Map<StringName, Anim>::Element *E = animations.find(p_anim);
  	ERR_FAIL_COND(!E);
  
  	if (p_at_pos >= 0 && p_at_pos < E->get().frames.size())
  		E->get().frames.insert(p_at_pos, p_frame);
  	else
  		E->get().frames.push_back(p_frame);
  
  	emit_changed();
  }
  
  int SpriteFrames::get_frame_count(const StringName &p_anim) const {
  	const Map<StringName, Anim>::Element *E = animations.find(p_anim);
  	ERR_FAIL_COND_V(!E, 0);
  
  	return E->get().frames.size();
  }
  
  void SpriteFrames::remove_frame(const StringName &p_anim, int p_idx) {
  
  	Map<StringName, Anim>::Element *E = animations.find(p_anim);
  	ERR_FAIL_COND(!E);
  
  	E->get().frames.remove(p_idx);
  	emit_changed();
  }
  void SpriteFrames::clear(const StringName &p_anim) {
  
  	Map<StringName, Anim>::Element *E = animations.find(p_anim);
  	ERR_FAIL_COND(!E);
  
  	E->get().frames.clear();
  	emit_changed();
  }
  
  void SpriteFrames::clear_all() {
  
  	animations.clear();
  	add_animation("default");
  }
  
  void SpriteFrames::add_animation(const StringName &p_anim) {
  
  	ERR_FAIL_COND(animations.has(p_anim));
  
  	animations[p_anim] = Anim();
  	animations[p_anim].normal_name = String(p_anim) + NORMAL_SUFFIX;
  }
  
  bool SpriteFrames::has_animation(const StringName &p_anim) const {
  
  	return animations.has(p_anim);
  }
  void SpriteFrames::remove_animation(const StringName &p_anim) {
  
  	animations.erase(p_anim);
  }
  
  void SpriteFrames::rename_animation(const StringName &p_prev, const StringName &p_next) {
  
  	ERR_FAIL_COND(!animations.has(p_prev));
  	ERR_FAIL_COND(animations.has(p_next));
  
  	Anim anim = animations[p_prev];
  	animations.erase(p_prev);
  	animations[p_next] = anim;
  	animations[p_next].normal_name = String(p_next) + NORMAL_SUFFIX;
  }
  
  Vector<String> SpriteFrames::_get_animation_list() const {
  
  	Vector<String> ret;
  	List<StringName> al;
  	get_animation_list(&al);
  	for (List<StringName>::Element *E = al.front(); E; E = E->next()) {
  
  		ret.push_back(E->get());
  	}
  
  	return ret;
  }
  
  void SpriteFrames::get_animation_list(List<StringName> *r_animations) const {
  
  	for (const Map<StringName, Anim>::Element *E = animations.front(); E; E = E->next()) {
  		r_animations->push_back(E->key());
  	}
  }
  
  Vector<String> SpriteFrames::get_animation_names() const {
  
  	Vector<String> names;
  	for (const Map<StringName, Anim>::Element *E = animations.front(); E; E = E->next()) {
  		names.push_back(E->key());
  	}
  	names.sort();
  	return names;
  }
  
  void SpriteFrames::set_animation_speed(const StringName &p_anim, float p_fps) {
  
  	ERR_FAIL_COND(p_fps < 0);
  	Map<StringName, Anim>::Element *E = animations.find(p_anim);
  	ERR_FAIL_COND(!E);
  	E->get().speed = p_fps;
  }
  float SpriteFrames::get_animation_speed(const StringName &p_anim) const {
  
  	const Map<StringName, Anim>::Element *E = animations.find(p_anim);
  	ERR_FAIL_COND_V(!E, 0);
  	return E->get().speed;
  }
  
  void SpriteFrames::set_animation_loop(const StringName &p_anim, bool p_loop) {
  	Map<StringName, Anim>::Element *E = animations.find(p_anim);
  	ERR_FAIL_COND(!E);
  	E->get().loop = p_loop;
  }
  bool SpriteFrames::get_animation_loop(const StringName &p_anim) const {
  	const Map<StringName, Anim>::Element *E = animations.find(p_anim);
  	ERR_FAIL_COND_V(!E, false);
  	return E->get().loop;
  }
  
  void SpriteFrames::_set_frames(const Array &p_frames) {
  
  	clear_all();
  	Map<StringName, Anim>::Element *E = animations.find(SceneStringNames::get_singleton()->_default);
  	ERR_FAIL_COND(!E);
  
  	E->get().frames.resize(p_frames.size());
  	for (int i = 0; i < E->get().frames.size(); i++)
  		E->get().frames.write[i] = p_frames[i];
  }
  Array SpriteFrames::_get_frames() const {
  
  	return Array();
  }
  
  Array SpriteFrames::_get_animations() const {
  
  	Array anims;
  	for (Map<StringName, Anim>::Element *E = animations.front(); E; E = E->next()) {
  		Dictionary d;
  		d["name"] = E->key();
  		d["speed"] = E->get().speed;
  		d["loop"] = E->get().loop;
  		Array frames;
  		for (int i = 0; i < E->get().frames.size(); i++) {
  			frames.push_back(E->get().frames[i]);
  		}
  		d["frames"] = frames;
  		anims.push_back(d);
  	}
  
  	return anims;
  }
  void SpriteFrames::_set_animations(const Array &p_animations) {
  
  	animations.clear();
  	for (int i = 0; i < p_animations.size(); i++) {
  
  		Dictionary d = p_animations[i];
  
  		ERR_CONTINUE(!d.has("name"));
  		ERR_CONTINUE(!d.has("speed"));
  		ERR_CONTINUE(!d.has("loop"));
  		ERR_CONTINUE(!d.has("frames"));
  
  		Anim anim;
  		anim.speed = d["speed"];
  		anim.loop = d["loop"];
  		Array frames = d["frames"];
  		for (int j = 0; j < frames.size(); j++) {
  
  			RES res = frames[j];
  			anim.frames.push_back(res);
  		}
  
  		animations[d["name"]] = anim;
  	}
  }
  
  void SpriteFrames::_bind_methods() {
  
  	ClassDB::bind_method(D_METHOD("add_animation", "anim"), &SpriteFrames::add_animation);
  	ClassDB::bind_method(D_METHOD("has_animation", "anim"), &SpriteFrames::has_animation);
  	ClassDB::bind_method(D_METHOD("remove_animation", "anim"), &SpriteFrames::remove_animation);
  	ClassDB::bind_method(D_METHOD("rename_animation", "anim", "newname"), &SpriteFrames::rename_animation);
  
  	ClassDB::bind_method(D_METHOD("get_animation_names"), &SpriteFrames::get_animation_names);
  
  	ClassDB::bind_method(D_METHOD("set_animation_speed", "anim", "speed"), &SpriteFrames::set_animation_speed);
  	ClassDB::bind_method(D_METHOD("get_animation_speed", "anim"), &SpriteFrames::get_animation_speed);
  
  	ClassDB::bind_method(D_METHOD("set_animation_loop", "anim", "loop"), &SpriteFrames::set_animation_loop);
  	ClassDB::bind_method(D_METHOD("get_animation_loop", "anim"), &SpriteFrames::get_animation_loop);
  
  	ClassDB::bind_method(D_METHOD("add_frame", "anim", "frame", "at_position"), &SpriteFrames::add_frame, DEFVAL(-1));
  	ClassDB::bind_method(D_METHOD("get_frame_count", "anim"), &SpriteFrames::get_frame_count);
  	ClassDB::bind_method(D_METHOD("get_frame", "anim", "idx"), &SpriteFrames::get_frame);
  	ClassDB::bind_method(D_METHOD("set_frame", "anim", "idx", "txt"), &SpriteFrames::set_frame);
  	ClassDB::bind_method(D_METHOD("remove_frame", "anim", "idx"), &SpriteFrames::remove_frame);
  	ClassDB::bind_method(D_METHOD("clear", "anim"), &SpriteFrames::clear);
  	ClassDB::bind_method(D_METHOD("clear_all"), &SpriteFrames::clear_all);
  
  	ClassDB::bind_method(D_METHOD("_set_frames"), &SpriteFrames::_set_frames);
  	ClassDB::bind_method(D_METHOD("_get_frames"), &SpriteFrames::_get_frames);
  
  	ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "frames", PROPERTY_HINT_NONE, "", 0), "_set_frames", "_get_frames"); //compatibility
  
  	ClassDB::bind_method(D_METHOD("_set_animations"), &SpriteFrames::_set_animations);
  	ClassDB::bind_method(D_METHOD("_get_animations"), &SpriteFrames::_get_animations);
  
  	ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "animations", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_animations", "_get_animations"); //compatibility
  }
  
  SpriteFrames::SpriteFrames() {
  
  	add_animation(SceneStringNames::get_singleton()->_default);
  }
  
  void AnimatedSprite::_validate_property(PropertyInfo &property) const {
  
  	if (!frames.is_valid())
  		return;
  	if (property.name == "animation") {
  
  		property.hint = PROPERTY_HINT_ENUM;
  		List<StringName> names;
  		frames->get_animation_list(&names);
  		names.sort_custom<StringName::AlphCompare>();
  
  		bool current_found = false;
  
  		for (List<StringName>::Element *E = names.front(); E; E = E->next()) {
  			if (E->prev()) {
  				property.hint_string += ",";
  			}
  
  			property.hint_string += String(E->get());
  			if (animation == E->get()) {
  				current_found = true;
  			}
  		}
  
  		if (!current_found) {
  			if (property.hint_string == String()) {
  				property.hint_string = String(animation);
  			} else {
  				property.hint_string = String(animation) + "," + property.hint_string;
  			}
  		}
  	}
  
  	if (property.name == "frame") {
  
  		property.hint = PROPERTY_HINT_SPRITE_FRAME;
  
  		if (frames->has_animation(animation) && frames->get_frame_count(animation) > 1) {
  			property.hint_string = "0," + itos(frames->get_frame_count(animation) - 1) + ",1";
  		}
  	}
  }
  
  void AnimatedSprite::_notification(int p_what) {
  
  	switch (p_what) {
  		case NOTIFICATION_INTERNAL_PROCESS: {
  
  			if (frames.is_null())
  				return;
  			if (!frames->has_animation(animation))
  				return;
  			if (frame < 0)
  				return;
  
  			float speed = frames->get_animation_speed(animation) * speed_scale;
  			if (speed == 0)
  				return; //do nothing
  
  			float remaining = get_process_delta_time();
  
  			while (remaining) {
  
  				if (timeout <= 0) {
  
  					timeout = _get_frame_duration();
  
  					int fc = frames->get_frame_count(animation);
  					if ((!backwards && frame >= fc - 1) || (backwards && frame <= 0)) {
  						if (frames->get_animation_loop(animation)) {
  							if (backwards)
  								frame = fc - 1;
  							else
  								frame = 0;
  
  							emit_signal(SceneStringNames::get_singleton()->animation_finished);
  						} else {
  							if (backwards)
  								frame = 0;
  							else
  								frame = fc - 1;
  
  							if (!is_over) {
  								is_over = true;
  								emit_signal(SceneStringNames::get_singleton()->animation_finished);
  							}
  						}
  					} else {
  						if (backwards)
  							frame--;
  						else
  							frame++;
  					}
  
  					update();
  					_change_notify("frame");
  					emit_signal(SceneStringNames::get_singleton()->frame_changed);
  				}
  
  				float to_process = MIN(timeout, remaining);
  				remaining -= to_process;
  				timeout -= to_process;
  			}
  		} break;
  
  		case NOTIFICATION_DRAW: {
  
  			if (frames.is_null())
  				return;
  			if (frame < 0)
  				return;
  			if (!frames->has_animation(animation))
  				return;
  
  			Ref<Texture> texture = frames->get_frame(animation, frame);
  			if (texture.is_null())
  				return;
  
  			Ref<Texture> normal = frames->get_normal_frame(animation, frame);
  
  			RID ci = get_canvas_item();
  
  			Size2i s;
  			s = texture->get_size();
  			Point2 ofs = offset;
  			if (centered)
  				ofs -= s / 2;
  
  			if (Engine::get_singleton()->get_use_pixel_snap()) {
  				ofs = ofs.floor();
  			}
  			Rect2 dst_rect(ofs, s);
  
  			if (hflip)
  				dst_rect.size.x = -dst_rect.size.x;
  			if (vflip)
  				dst_rect.size.y = -dst_rect.size.y;
  
  			texture->draw_rect_region(ci, dst_rect, Rect2(Vector2(), texture->get_size()), Color(1, 1, 1), false, normal);
  
  		} break;
  	}
  }
  
  void AnimatedSprite::set_sprite_frames(const Ref<SpriteFrames> &p_frames) {
  
  	if (frames.is_valid())
  		frames->disconnect("changed", this, "_res_changed");
  	frames = p_frames;
  	if (frames.is_valid())
  		frames->connect("changed", this, "_res_changed");
  
  	if (!frames.is_valid()) {
  		frame = 0;
  	} else {
  		set_frame(frame);
  	}
  
  	_change_notify();
  	_reset_timeout();
  	update();
  	update_configuration_warning();
  }
  
  Ref<SpriteFrames> AnimatedSprite::get_sprite_frames() const {
  
  	return frames;
  }
  
  void AnimatedSprite::set_frame(int p_frame) {
  
  	if (!frames.is_valid()) {
  		return;
  	}
  
  	if (frames->has_animation(animation)) {
  		int limit = frames->get_frame_count(animation);
  		if (p_frame >= limit)
  			p_frame = limit - 1;
  	}
  
  	if (p_frame < 0)
  		p_frame = 0;
  
  	if (frame == p_frame)
  		return;
  
  	frame = p_frame;
  	_reset_timeout();
  	update();
  	_change_notify("frame");
  	emit_signal(SceneStringNames::get_singleton()->frame_changed);
  }
  int AnimatedSprite::get_frame() const {
  
  	return frame;
  }
  
  void AnimatedSprite::set_speed_scale(float p_speed_scale) {
  
  	float elapsed = _get_frame_duration() - timeout;
  
  	speed_scale = MAX(p_speed_scale, 0.0f);
  
  	// We adapt the timeout so that the animation speed adapts as soon as the speed scale is changed
  	_reset_timeout();
  	timeout -= elapsed;
  }
  
  float AnimatedSprite::get_speed_scale() const {
  
  	return speed_scale;
  }
  
  void AnimatedSprite::set_centered(bool p_center) {
  
  	centered = p_center;
  	update();
  	item_rect_changed();
  }
  
  bool AnimatedSprite::is_centered() const {
  
  	return centered;
  }
  
  void AnimatedSprite::set_offset(const Point2 &p_offset) {
  
  	offset = p_offset;
  	update();
  	item_rect_changed();
  	_change_notify("offset");
  }
  Point2 AnimatedSprite::get_offset() const {
  
  	return offset;
  }
  
  void AnimatedSprite::set_flip_h(bool p_flip) {
  
  	hflip = p_flip;
  	update();
  }
  bool AnimatedSprite::is_flipped_h() const {
  
  	return hflip;
  }
  
  void AnimatedSprite::set_flip_v(bool p_flip) {
  
  	vflip = p_flip;
  	update();
  }
  bool AnimatedSprite::is_flipped_v() const {
  
  	return vflip;
  }
  
  void AnimatedSprite::_res_changed() {
  
  	set_frame(frame);
  	_change_notify("frame");
  	_change_notify("animation");
  	update();
  }
  
  void AnimatedSprite::_set_playing(bool p_playing) {
  
  	if (playing == p_playing)
  		return;
  	playing = p_playing;
  	_reset_timeout();
  	set_process_internal(playing);
  }
  
  bool AnimatedSprite::_is_playing() const {
  
  	return playing;
  }
  
  void AnimatedSprite::play(const StringName &p_animation, const bool p_backwards) {
  
  	if (p_animation)
  		set_animation(p_animation);
  
  	backwards = p_backwards;
  	_set_playing(true);
  }
  
  void AnimatedSprite::stop() {
  
  	_set_playing(false);
  }
  
  bool AnimatedSprite::is_playing() const {
  
  	return playing;
  }
  
  float AnimatedSprite::_get_frame_duration() {
  	if (frames.is_valid() && frames->has_animation(animation)) {
  		float speed = frames->get_animation_speed(animation) * speed_scale;
  		if (speed > 0) {
  			return 1.0 / speed;
  		}
  	}
  	return 0.0;
  }
  
  void AnimatedSprite::_reset_timeout() {
  
  	if (!playing)
  		return;
  
  	timeout = _get_frame_duration();
  	is_over = false;
  }
  
  void AnimatedSprite::set_animation(const StringName &p_animation) {
  
  	if (animation == p_animation)
  		return;
  
  	animation = p_animation;
  	_reset_timeout();
  	set_frame(0);
  	_change_notify();
  	update();
  }
  StringName AnimatedSprite::get_animation() const {
  
  	return animation;
  }
  
  String AnimatedSprite::get_configuration_warning() const {
  
  	if (frames.is_null()) {
  		return TTR("A SpriteFrames resource must be created or set in the 'Frames' property in order for AnimatedSprite to display frames.");
  	}
  
  	return String();
  }
  
  void AnimatedSprite::_bind_methods() {
  
  	ClassDB::bind_method(D_METHOD("set_sprite_frames", "sprite_frames"), &AnimatedSprite::set_sprite_frames);
  	ClassDB::bind_method(D_METHOD("get_sprite_frames"), &AnimatedSprite::get_sprite_frames);
  
  	ClassDB::bind_method(D_METHOD("set_animation", "animation"), &AnimatedSprite::set_animation);
  	ClassDB::bind_method(D_METHOD("get_animation"), &AnimatedSprite::get_animation);
  
  	ClassDB::bind_method(D_METHOD("_set_playing", "playing"), &AnimatedSprite::_set_playing);
  	ClassDB::bind_method(D_METHOD("_is_playing"), &AnimatedSprite::_is_playing);
  
  	ClassDB::bind_method(D_METHOD("play", "anim", "backwards"), &AnimatedSprite::play, DEFVAL(StringName()), DEFVAL(false));
  	ClassDB::bind_method(D_METHOD("stop"), &AnimatedSprite::stop);
  	ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite::is_playing);
  
  	ClassDB::bind_method(D_METHOD("set_centered", "centered"), &AnimatedSprite::set_centered);
  	ClassDB::bind_method(D_METHOD("is_centered"), &AnimatedSprite::is_centered);
  
  	ClassDB::bind_method(D_METHOD("set_offset", "offset"), &AnimatedSprite::set_offset);
  	ClassDB::bind_method(D_METHOD("get_offset"), &AnimatedSprite::get_offset);
  
  	ClassDB::bind_method(D_METHOD("set_flip_h", "flip_h"), &AnimatedSprite::set_flip_h);
  	ClassDB::bind_method(D_METHOD("is_flipped_h"), &AnimatedSprite::is_flipped_h);
  
  	ClassDB::bind_method(D_METHOD("set_flip_v", "flip_v"), &AnimatedSprite::set_flip_v);
  	ClassDB::bind_method(D_METHOD("is_flipped_v"), &AnimatedSprite::is_flipped_v);
  
  	ClassDB::bind_method(D_METHOD("set_frame", "frame"), &AnimatedSprite::set_frame);
  	ClassDB::bind_method(D_METHOD("get_frame"), &AnimatedSprite::get_frame);
  
  	ClassDB::bind_method(D_METHOD("set_speed_scale", "speed_scale"), &AnimatedSprite::set_speed_scale);
  	ClassDB::bind_method(D_METHOD("get_speed_scale"), &AnimatedSprite::get_speed_scale);
  
  	ClassDB::bind_method(D_METHOD("_res_changed"), &AnimatedSprite::_res_changed);
  
  	ADD_SIGNAL(MethodInfo("frame_changed"));
  	ADD_SIGNAL(MethodInfo("animation_finished"));
  
  	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "frames", PROPERTY_HINT_RESOURCE_TYPE, "SpriteFrames"), "set_sprite_frames", "get_sprite_frames");
  	ADD_PROPERTY(PropertyInfo(Variant::STRING, "animation"), "set_animation", "get_animation");
  	ADD_PROPERTY(PropertyInfo(Variant::INT, "frame", PROPERTY_HINT_SPRITE_FRAME), "set_frame", "get_frame");
  	ADD_PROPERTY(PropertyInfo(Variant::REAL, "speed_scale"), "set_speed_scale", "get_speed_scale");
  	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing"), "_set_playing", "_is_playing");
  	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered"), "set_centered", "is_centered");
  	ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
  	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_h"), "set_flip_h", "is_flipped_h");
  	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_v"), "set_flip_v", "is_flipped_v");
  }
  
  AnimatedSprite::AnimatedSprite() {
  
  	centered = true;
  	hflip = false;
  	vflip = false;
  
  	frame = 0;
  	speed_scale = 1.0f;
  	playing = false;
  	backwards = false;
  	animation = "default";
  	timeout = 0;
  	is_over = false;
  }
  