anthropics/skills180kfrontend-design
Guidance for distinctive, intentional visual design when building new UI or reshaping an existing one. Helps with aesthetic direction, typography, and making choices that don't read as templated defaults.
前端开发
Animate in Godot 4.7 three ways: AnimationPlayer for keyframed clips (incl. call and signal tracks), AnimationTree with state machines and blend spaces for character animation, and Tween for short procedural/UI tweens via create_tween(). Use when working with AnimationPlayer/AnimationTree nodes in a .tscn, blending character states, sprite-sheet animation, or code-driven Tweens.
把这段话发给 Claude Code、Codex 或 Cursor。智能体会先检查安全性,你确认后才安装。
读取 https://funcoding.ai/skills/gamedev-skills/awesome-gamedev-agent-skills/godot-animation/install.md ,按里面的步骤帮我安装这个 Skill。
Choose and drive the right animation tool: AnimationPlayer (clips), AnimationTree
(blending/state machines), or Tween (short procedural moves). Targets Godot 4.7.
When not to use: the movement logic that decides which state to play →
godot-2d-movement; UI layout (vs. UI tweening) → godot-ui-control; shader-driven
effects → godot-shaders.
AnimationPlayer — author keyframed clips (transforms, properties, method calls,
audio, even other animations). The source of truth for clip data.AnimationTree — blend and transition between those clips at runtime with a state
machine and/or blend spaces. Needs an AnimationPlayer to pull clips from.Tween — fire-and-forget procedural interpolation in code (create_tween()); ideal
for UI pops, fades, and one-off moves.AnimatedSprite2D + SpriteFrames, or keyframe the
frame property in an AnimationPlayer.AnimationPlayer, then add an AnimationTree
(active = true), set its anim_player, and design an AnimationNodeStateMachine or
AnimationNodeBlendSpace2D as the tree root.travel) or by setting blend
parameters.animation_finished signal and call/method tracks.@onready var anim: AnimationPlayer = $AnimationPlayer
func attack() -> void:
anim.play("attack")
await anim.animation_finished # resume after the clip ends
anim.play("idle")
@onready var tree: AnimationTree = $AnimationTree
func _ready() -> void:
tree.active = true # the tree drives animation; AnimationPlayer is the source
func set_state(state: StringName) -> void:
# The playback object controls an AnimationNodeStateMachine root.
var sm: AnimationNodeStateMachinePlayback = tree.get("parameters/playback")
sm.travel(state) # transitions using the graph's connections
func _physics_process(_d: float) -> void:
set_state(&"run" if velocity.length() > 5.0 else &"idle")
# Root is an AnimationNodeBlendSpace2D named "Move" with idle/run points placed in it.
func update_locomotion(input_dir: Vector2) -> void:
# Parameter path = "parameters/<node name>/blend_position".
tree.set("parameters/Move/blend_position", input_dir)
func pop_in(node: Control) -> void:
node.scale = Vector2.ZERO
node.modulate.a = 0.0
var tw := create_tween() # bound to this node's tree
tw.set_parallel(true) # run the two tweens together
tw.tween_property(node, "scale", Vector2.ONE, 0.2) \
.set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
tw.tween_property(node, "modulate:a", 1.0, 0.2) # sub-property via ":"
AnimationTree.active left false → nothing animates and travel() appears to do
nothing. Set active = true and assign the anim_player path."parameters/<NodeName>/..." and
must match the node names in the tree exactly (e.g. "parameters/playback",
"parameters/Move/blend_position"). A typo silently no-ops.AnimationTree is active, don't
also call AnimationPlayer.play() for the same tracks — let the tree own playback.Tween node to add in 4.x; create tweens in
code with create_tween() (which returns a Tween). They auto-start and free themselves.create_tween() again for a new
animation. Use set_loops() for repetition.yield/yield(anim, "...") is gone. Use await anim.animation_finished."modulate:a", "position:x". Tweening the whole
property instead overwrites siblings.SpriteFrames/AnimatedSprite2D, and Tween easing/chaining/callbacks,
read references/animation-tree-and-tween.md.godot-2d-movement — supplies the velocity/state that selects animations.godot-ui-control — UI that Tweens animate.godot-3d-essentials — 3D character scenes driven by AnimationTree.game-ai — state machines that mirror animation states.
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