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tween-animation

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

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技能内容

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) |

| EASE_IN_OUT | Slow at both ends |

| EASE_OUT_IN | Fast at both ends (rarely used) |

> Most common combo: TRANS_CUBIC + EASE_OUT for natural-feeling UI transitions. TRANS_BACK + EASE_OUT for playful bounce-in effects.


5. PropertyTweener Modifiers

Each tween_property() call returns a PropertyTweener you can chain modifiers on: .from(value) for a custom start, .from_current() to capture current value, .as_relative() to add (not replace), .set_delay(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.set_loops(N) repeats N times (0 = infinite). Signals: finished (whole tween done), step_finished(idx) (one step done), loop_finished(loop_count) (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 set_pause_mode, set_speed_scale, set_ignore_time_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 is_valid() or use tween_callback instead of await |

| Tween runs during pause | Default pause mode doesn't match expectation | Set set_pause_mode(TWEEN_PAUSE_PROCESS) 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 set_ignore_time_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 (TRANS_CUBIC + EASE_OUT 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 set_pause_mode(TWEEN_PAUSE_PROCESS)
  • [ ] tween_callback(queue_free) is used at the end of fire-and-forget sequences (damage numbers, particles)

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