Godot Version
4.4.1.stable
Question
Rookie question, and I don’t know for sure that this is the best place for it, as it’s on an overlap between animation and programming, but how do I ensure an AnimatedSprite2D’s animation speed is consistent with the actual elapsed time? I’m creating a Duck Hunt-like game where everything is delayed, so you have to time your shots to kill the fish (the duck replacements), so to help the player with timing, I made a clock animation at the point of the pending shots that counts down until the detonation. This makes timing very important to me, so I don’t want the shots to take differing amounts of time depending on the fps, but I also don’t want the animation to be behind the actual shots because what’s the point of the animation at that point. So my question is, is there a way to apply delta to an AnimatedSprite2D to make sure it follows the actual elapsed time instead of the framerate? Is delta already applied and I’m just wasting my time by typing this? Or should I use a different approach entirely, like having a timer advance the animation manually, or just replacing the AnimatedSprite2D with an AnimationPlayer? Thank you!