sprite.md 2.4 KB


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{srcset="images/graphics/[email protected] 2x"}

The Sprite component can use either an Atlas or a Tile Source 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 this sprite.

DefaultAnimation : The animation to use for this sprite.

Material : The material to use for rendering this sprite.

Blend Mode : The blend mode to use when rendering this component.

Runtime manipulation

You can manipulate sprites in runtime through a number of different functions and properties (refer to the API docs for usage). 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 tilesource resource property and go.set(). Refer to the API reference for an example.

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.

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).

Sprite material constants

The default sprite material has the following constants that can be changed using sprite.set_constant() and reset using sprite.reset_constant() (refer to the Material manual for more details):

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. Refer to the API reference for an example.