How can I make a loading screen using an animated sprite within the boot splash settings

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:bust_in_silhouette: Asked By Juan

I have an animated Sprite which I want to make so that it is the screen of my loading page for the next level. I only want it so that it goes from level 1 to level 2, and only for that level and other levels that continue from them, i.e. level 3,4 etc.

Can somebody help me figure out how I can use the animated sprite without using the animated player, because I don’t have a sprite sheet

:bust_in_silhouette: Reply From: exuin

So I’m not sure exactly what you’re asking but I’ll try to answer.

The boot splash image can only be a static image, it can’t be animated.

However, if you want a custom loading screen between levels, you can looking into threads. Display the loading screen while you’re loading the level.

AnimatedSprite are AnimationPlayer are two different nodes. I’m not sure why you think you need to use them in conjunction.

So basically, I’ve created a loading page, with the following code:

extends ColorRect

onready var godotSprite = $Control/ComputerLoad
onready var tween = $Tween
onready var godotTXT = $Control/WordPig

func _ready():
tween.interpolate_property(godotTXT, ‘modulate’, Color(1,1,1,0), Color(1,1,1,1), 1, Tween.TRANS_BOUNCE, Tween.EASE_IN_OUT)

func _on_AnimationPlayTimer_timeout():

func _on_ComputerLoad_animation_finished():

func _on_ChangeSceneTimer_timeout():

This is all fine, and I can get my loading to page to go to the next scene but only when I put Autoplay for the change scene timer, but not when I put autoplay for the animationPlay timer, therefore I can’t get my sprite to be animated, and then transition to the next scene. It can only be the static image of the animated sprite, without the animation and then transition.

I think its something to do with the inspector settings, because when I press autoplay for the ChangeSceneTimer it will do it, but not with the animation running.

Juan | 2022-01-17 17:40