Sprite node that contains multiple textures as frames to play for animation. [AnimatedSprite] is similar to the [Sprite] node, except it carries multiple textures as animation frames. Animations are created using a [SpriteFrames] resource, which allows you to import image files (or a folder containing said files) to provide the animation frames for the sprite. The [SpriteFrames] resource can be configured in the editor via the SpriteFrames bottom panel. [b]Note:[/b] You can associate a set of normal or specular maps by creating additional [SpriteFrames] resources with a [code]_normal[/code] or [code]_specular[/code] suffix. For example, having 3 [SpriteFrames] resources [code]run[/code], [code]run_normal[/code], and [code]run_specular[/code] will make it so the [code]run[/code] animation uses normal and specular maps. https://docs.godotengine.org/en/3.5.1/tutorials/2d/2d_sprite_animation.html https://godotengine.org/asset-library/asset/515 Plays the animation named [code]anim[/code]. If no [code]anim[/code] is provided, the current animation is played. If [code]backwards[/code] is [code]true[/code], the animation will be played in reverse. Stops the current animation (does not reset the frame counter). The current animation from the [member frames] resource. If this value changes, the [code]frame[/code] counter is reset. If [code]true[/code], texture will be centered. If [code]true[/code], texture is flipped horizontally. If [code]true[/code], texture is flipped vertically. The displayed animation frame's index. The [SpriteFrames] resource containing the animation(s). Allows you the option to load, edit, clear, make unique and save the states of the [SpriteFrames] resource. The texture's drawing offset. If [code]true[/code], the [member animation] is currently playing. The animation speed is multiplied by this value. Emitted when the animation is finished (when it plays the last frame). If the animation is looping, this signal is emitted every time the last frame is drawn. Emitted when [member frame] changed.