jame581/godotprompter

tween-animation

Use when implementing tweens — property animation, method tweening, chaining, parallel sequences, easing, and common UI/gameplay motion recipes

First seen Apr 14, 2026

Installation

$ npx skills add jame581/godotprompter --skill tween-animation

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Repository health

Stars 685
License LICENSE
Default branch master
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Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 14,094 B
  • docs SUMMARY.md 168 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 95 installs

SKILL.md

Tweens in Godot 4.3+

All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.

Related skills: animation-system for AnimationPlayer/AnimationTree (keyframe-based), godot-ui for UI transitions, shader-basics for tweening shader parameters, camera-system for camera shake and transitions, math-essentials for easing curves and interpolation math, particles-vfx for code-driven VFX timing and sequencing.


1. Core Concepts

Tween vs AnimationPlayer

Feature Tween (code-driven) AnimationPlayer (data-driven)
Setup Code only — no editor needed Animation panel with keyframes
Best for Procedural motion, UI transitions, VFX Complex multi-track, artist-driven clips
Reusability Recreated per use — lightweight Saved as resources, reusable across scenes
Blending No — one tween per property at a time Yes — AnimationTree supports blending
Method calls tween_callback() at any point Call Method tracks at keyframed times

Rule of thumb: Use Tweens for one-off procedural animations (fade in, bounce, slide). Use AnimationPlayer for repeating, artist-tuned animations (walk cycle, attack sequence).

Creating a Tween

Tweens are created from any Node and auto-bind to it. When the node is freed, the tween stops automatically.

# Creates a tween bound to this node
var tween := create_tween()
tween.tween_property(self, "position", Vector2(400, 300), 1.0)
var tween = CreateTween();
tween.TweenProperty(this, "position", new Vector2(400, 300), 1.0f);

Important: Each call to create_tween() creates a new tween. Previous tweens on the same property are not automatically killed — they compete. Kill old tweens before creating new ones on the same property if you don't want conflicts.


2. Tweener Types

tween_property() — Animate any property

var tween := create_tween()
# Animate position over 0.5 seconds
tween.tween_property($Sprite2D, "position", Vector2(200, 100), 0.5)
# Animate modulate alpha (fade out)
tween.tween_property($Sprite2D, "modulate:a", 0.0, 0.3)
var tween = CreateTween();
tween.TweenProperty(GetNode("Sprite2D"), "position", new Vector2(200, 100), 0.5);
tween.TweenProperty(GetNode("Sprite2D"), "modulate:a", 0.0f, 0.3);

Sub-property access: Use : to target individual components — "position:x", "modulate:a", "scale:y".

tween_callback() — Call a method at a point in the sequence

var tween := create_tween()
tween.tween_property(self, "position", Vector2.ZERO, 0.5)
tween.tween_callback(func(): print("Arrived!"))
tween.tween_callback(queue_free)
var tween = CreateTween();
tween.TweenProperty(this, "position", Vector2.Zero, 0.5f);
tween.TweenCallback(Callable.From(() => GD.Print("Arrived!")));
tween.TweenCallback(Callable.From(QueueFree));

tween_interval() — Wait/delay between steps

var tween := create_tween()
tween.tween_property(self, "modulate:a", 0.0, 0.3)  # fade out
tween.tween_interval(1.0)                             # wait 1 second
tween.tween_property(self, "modulate:a", 1.0, 0.3)  # fade back in
var tween = CreateTween();
tween.TweenProperty(this, "modulate:a", 0.0f, 0.3);
tween.TweenInterval(1.0f);
tween.TweenProperty(this, "modulate:a", 1.0f, 0.3);

tween_method() — Animate a custom method with interpolated values

# Animate a method that receives interpolated float values
func _ready() -> void:
    var tween := create_tween()
    tween.tween_method(_set_health_bar, 100.0, 0.0, 2.0)

func _set_health_bar(value: float) -> void:
    $HealthBar.value = value
    $HealthLabel.text = "%d%%" % int(value)
public override void _Ready()
{
    var tween = CreateTween();
    tween.TweenMethod(Callable.From<float>(SetHealthBar), 100.0f, 0.0f, 2.0f);
}

private void SetHealthBar(float value)
{
    GetNode<ProgressBar>("HealthBar").Value = value;
    GetNode<Label>("HealthLabel").Text = $"{(int)value}%";
}

3. Sequencing — Chain vs Parallel

Sequential (Default)

By default, tweeners run sequentially — each waits for the previous to finish.

var tween := create_tween()
tween.tween_property(self, "position:x", 300.0, 0.5)   # Step 1
tween.tween_property(self, "position:y", 200.0, 0.5)   # Step 2 (after Step 1)
tween.tween_property(self, "rotation", PI, 0.3)         # Step 3 (after Step 2)

Parallel — Run tweeners simultaneously

Option 1: set_parallel(true) — All tweeners run at once

var tween := create_tween().set_parallel(true)
tween.tween_property(self, "position", Vector2(300, 200), 0.5)
tween.tween_property(self, "rotation", PI, 0.5)
tween.tween_property(self, "modulate:a", 0.5, 0.5)
var tween = CreateTween().SetParallel(true);
tween.TweenProperty(this, "position", new Vector2(300, 200), 0.5f);
tween.TweenProperty(this, "rotation", Mathf.Pi, 0.5f);
tween.TweenProperty(this, "modulate:a", 0.5f, 0.5f);

Option 2: chain() — Switch back to sequential mid-tween

var tween := create_tween().set_parallel(true)
# These two run at the same time
tween.tween_property(self, "position", Vector2(300, 200), 0.5)
tween.tween_property(self, "scale", Vector2(2, 2), 0.5)
# Switch back to sequential for the next step
tween.chain().tween_property(self, "modulate:a", 0.0, 0.3)
tween.tween_callback(queue_free)
var tween = CreateTween().SetParallel(true);
tween.TweenProperty(this, "position", new Vector2(300, 200), 0.5f);
tween.TweenProperty(this, "scale", new Vector2(2, 2), 0.5f);
tween.Chain().TweenProperty(this, "modulate:a", 0.0f, 0.3f);
tween.TweenCallback(Callable.From(QueueFree));

Option 3: parallel() — Make the next tweener parallel with the previous

var tween := create_tween()
tween.tween_property(self, "position", Vector2(300, 200), 0.5)
# This runs at the same time as position, not after
tween.parallel().tween_property(self, "rotation", PI, 0.5)
# This runs after both finish (back to sequential)
tween.tween_callback(func(): print("done"))

4. Easing & Transitions

Setting Easing

var tween := create_tween()
# Set defaults for the entire tween
tween.set_trans(Tween.TRANS_CUBIC).set_ease(Tween.EASE_OUT)
tween.tween_property(self, "position", Vector2(400, 300), 0.6)
var tween = CreateTween();
tween.SetTrans(Tween.TransitionType.Cubic).SetEase(Tween.EaseType.Out);
tween.TweenProperty(this, "position", new Vector2(400, 300), 0.6f);

Per-Tweener Override

var tween := create_tween()
# This tweener uses bounce, overriding the tween default
tween.tween_property(self, "position:y", 0.0, 0.5) \
    .set_trans(Tween.TRANS_BOUNCE).set_ease(Tween.EASE_OUT)
var tween = CreateTween();
tween.TweenProperty(this, "position:y", 0.0f, 0.5f)
    .SetTrans(Tween.TransitionType.Bounce)
    .SetEase(Tween.EaseType.Out);

Transition Types

Transition Character Common Use
TRANS_LINEAR Constant speed Progress bars, timers
TRANS_SINE Gentle acceleration Subtle UI animations
TRANS_QUAD Moderate curve General movement
TRANS_CUBIC Smooth curve Most UI transitions
TRANS_QUART Strong curve Dramatic entrances
TRANS_QUINT Very strong curve Emphasis effects
TRANS_EXPO Exponential — sharp start/stop Snap-to-position
TRANS_CIRC Circular — smooth deceleration Natural motion
TRANS_BACK Overshoots target slightly Bouncy UI buttons
TRANS_ELASTIC Spring oscillation Playful/cartoon effects
TRANS_BOUNCE Bounces at the end Dropping objects, landing

Ease Types

Ease Behavior
EASE_IN Slow start, fast end
EASE_OUT Fast start, slow end (most natural)
EASEINOUT Slow at both ends
EASEOUTIN Fast at both ends (rarely used)

Most common combo: TRANSCUBIC + EASEOUT for natural-feeling UI transitions. TRANSBACK + EASEOUT for playful bounce-in effects.


5. PropertyTweener Modifiers

Each tweenproperty() call returns a PropertyTweener you can chain modifiers on: .from(value) for a custom start, .fromcurrent() to capture current value, .asrelative() to add (not replace), .setdelay(seconds) to delay this tweener's start.

See [references/property-tweener-modifiers.md](references/property-tweener-modifiers.md) for full code examples of each modifier.


6. Looping and Signals

tween.setloops(N) repeats N times (0 = infinite). Signals: finished (whole tween done), stepfinished(idx) (one step done), loopfinished(loopcount) (one full cycle done).

See [references/looping-and-signals.md](references/looping-and-signals.md) for loop-count semantics and signal wiring.


7. Tween Lifecycle

Tweens are owned by their host SceneTree. Kill running tweens with tween.kill() before starting a new one to avoid stacking. Use setpausemode, setspeedscale, setignoretime_scale for runtime control.

See [references/lifecycle.md](references/lifecycle.md) for kill/replace patterns, pause modes, speed scale, ignore-time-scale.

has_tweeners() (Godot 4.7+)

Tween.has_tweeners() (const) returns true if any Tweener has been added to the tween and the tween is valid — useful when tweeners are appended dynamically and the tween can end up empty. Killing an empty tween before it starts prevents errors.

var tween := create_tween()
_add_intro_steps(tween)  # may append zero tweeners
if not tween.has_tweeners():
    tween.kill()
var tween = CreateTween();
AddIntroSteps(tween); // may append zero tweeners
if (!tween.HasTweeners())
    tween.Kill();

8. Common Recipes

The patterns most projects need: fade in/out, UI panel slide in/out, button press bounce, damage number popup, pulsing/breathing effect, screen shake, shader parameter animation.

See [references/common-recipes.md](references/common-recipes.md) for ready-to-use code for each recipe.


9. Common Pitfalls

Symptom Cause Fix
Tween jumps or jitters Multiple tweens competing on the same property Kill the old tween before creating a new one
Tween does nothing Node was freed before tween finished Check isvalid() or use tweencallback instead of await
Tween runs during pause Default pause mode doesn't match expectation Set setpausemode(TWEENPAUSEPROCESS) for pause-immune tweens
from() value ignored Called after set_parallel() changed ordering Call from() directly on the PropertyTweener, not on the Tween
Tween doesn't loop smoothly End value doesn't match start for seamless loop Use as_relative() for rotation, or match start/end values
Relative tween drifts over loops as_relative() accumulates each loop Use absolute values for looping; relative for one-shot moves
Callback fires at wrong time Callback added to parallel section Use chain() to switch back to sequential before the callback
Tween property path not found Typo or wrong path format Use "property:component" — e.g., "position:x", "modulate:a"
Tween faster/slower than expected Engine.time_scale affects tween Use setignoretime_scale() for UI tweens during slow-mo

10. Implementation Checklist

  • Old tweens are killed before creating new ones on the same property
  • Tween references are stored in variables when they need to be killed later
  • Easing is set (TRANSCUBIC + EASEOUT for natural motion, not default TRANS_LINEAR)
  • set_parallel(true) is used when multiple properties should animate simultaneously
  • chain() is used to switch back to sequential after parallel sections
  • from() or from_current() is used when the start value matters (not just the end value)
  • as_relative() is used for incremental movement instead of computing absolute targets
  • Looping tweens use set_loops() — not manual recreation
  • Tweens that must run during pause use setpausemode(TWEENPAUSEPROCESS)
  • tweencallback(queuefree) is used at the end of fire-and-forget sequences (damage numbers, particles)