--- title: Showing 2D images brief: This manual describes how to show 2D images and animations using the sprite component. --- # Sprites A Sprite component is a simple image or flipbook animation that is displayed on screen. ![sprite](images/graphics/sprite.png){srcset="images/graphics/sprite@2x.png 2x"} The Sprite component can use either an [Atlas](/manuals/atlas) or a [Tile Source](/manuals/tilesource) for it's graphics. ## Sprite properties Apart from the properties *Id*, *Position* and *Rotation* the following component specific properties exist: *Image* : The atlas or tilesource resource to use for the sprite. *DefaultAnimation* : The animation to use for the sprite. *Material* : The material to use for rendering the sprite. *Blend Mode* : The blend mode to use when rendering the sprite. ### Blend modes :[blend-modes](../shared/blend-modes.md) ## Runtime manipulation You can manipulate sprites in runtime through a number of different functions and properties (refer to the [API docs for usage](/ref/sprite/)). Functions: * `sprite.play_flipbook()` - Play an animation on a sprite component. * `sprite.set_hflip()` and `sprite.set_vflip()` - Set horizontal and vertical flipping on a sprite's animation. A sprite also has a number of different properties that can be manipulated using `go.get()` and `go.set()`: `cursor` : The normalized animation cursor (`number`). `image` : The sprite image (`hash`). You can change this using an atlas or tile source resource property and `go.set()`. Refer to the [API reference for an example](/ref/sprite/#image). `material` : The sprite material (`hash`). You can change this using a material resource property and `go.set()`. Refer to the [API reference for an example](/ref/sprite/#material). `playback_rate` : The animation playback rate (`number`). `scale` : The non-uniform scale of the sprite (`vector3`). `size` : The size of the sprite (`vector3`) (READ ONLY). ## Material constants {% include shared/material-constants.md component='sprite' variable='tint' %} `tint` : The color tint of the sprite (`vector4`). The vector4 is used to represent the tint with x, y, z, and w corresponding to the red, green, blue and alpha tint. ## Project configuration The *game.project* file has a few [project settings](/manuals/project-settings#sprite) related to sprites.