title: Showing 2D images
A Sprite component is a simple image or flipbook animation that is displayed on screen.
The Sprite component can use either an Atlas or a Tile Source for it's graphics.
Apart from the properties Id, Position and Rotation the following component specific properties exist:
Image
: If the shader has a single sampler, this field is named Image
. Otherwise, each slot is named after the texture sampler in the material.
Each slot specifies the atlas or tilesource resource to use for the sprite on that texture sampler.
Default Animation : The animation to use for the sprite. The animation information is taken from the first atlas or tilesource.
Material : The material to use for rendering the sprite.
Blend Mode : The blend mode to use when rendering the sprite.
Size Mode
: If set to Automatic
the editor will set a size of the sprite. If set to Manual
you can set the size yourself.
Slice 9 : Set to preserve the pixel size of the sprite's texture around the edges when the sprite is resized.
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 tile source 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
). Can only be changed if sprite size-mode is set to manual.
{% 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.
A sprite can override vertex attributes from the currently assigned material and will be passed into the vertex shader from the component (refer to the Material manual for more details).
The attributes specified in the material will show up as regular properties in the inspector and can be set on individual sprite components. If any of the attributes are overridden, it will show up as an overridden property and stored in the sprite file on disk:
The game.project file has a few project settings related to sprites.
When a sprite uses multiple textures there are some things to note.
The animation data (fps, frame names) is currently taken from the first texture. We'll call this the "driving animation".
The image id's of the driving animation are used to lookup the images in another texture. So it's important to make sure the frame ids match between textures.
E.g. if your diffuse.atlas
has a run
animation like so:
run:
/main/images/hero_run_color_1.png
/main/images/hero_run_color_2.png
...
Then the frame id's would be run/hero_run_color_1
which is not likely to be found in for instance a normal.atlas
:
run:
/main/images/hero_run_normal_1.png
/main/images/hero_run_normal_2.png
...
So we use the Rename patterns
in the atlas to rename them.
Set _color=
and _normal=
in the corresponding atlases, and you'll get frame names like this in both atlases:
run/hero_run_1
run/hero_run_2
...
The UVs are taken from the first texture. Since there is only one set of vertices, we cannot guarantee a good match anyways if the secondary textures have either more UV coordinates or a different shape.
This is important to note, so make sure the images have similar enough shapes, or you might experience texture bleeding.
The dimensions of the images in each texture may be different.