Types/Sprite: Difference between revisions

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'''Default''': false
'''Default''': false
Only one of <code>draw_as_shadow</code>, <code>draw_as_glow</code> and <code>draw_as_light</code> can be true. <code>draw_as_shadow</code> takes precedence over <code>draw_as_glow</code> and <code>draw_as_light</code>.
=== draw_as_glow ===
'''Type''': [[Types/bool]]
'''Default''': false
Only one of <code>draw_as_shadow</code>, <code>draw_as_glow</code> and <code>draw_as_light</code> can be true. <code>draw_as_glow</code> takes precedence over <code>draw_as_light</code>.
Draws first as a normal sprite, and again as a light layer.<sup>[https://forums.factorio.com/91682]</sup>
=== draw_as_light ===
'''Type''': [[Types/bool]]
'''Default''': false
Only one of <code>draw_as_shadow</code>, <code>draw_as_glow</code> and <code>draw_as_light</code> can be true.


=== mipmap_count ===
=== mipmap_count ===
Line 149: Line 167:


'''Default''': false
'''Default''': false
This property is only used by sprites used in [[Prototype/UtilitySprites]] that have the "icon" flag.<br>
If this is set to true, the game will generate an icon shadow (using signed distance fields) for the sprite.
Example of the icon shadow in the character modifier icon used by the steel axe research.<br>
[[File:Generate_sdf_example.png]]


== Example ==
== Example ==

Latest revision as of 11:50, 11 June 2021

Basics

Specifies one picture that can be used in the game.

When there is more than one sprite or animation frame with the same source file and dimensions/position in the game, they all share the same memory.

Mandatory properties

filename

Type: Types/FileName

Default: ""

Technically optional, but path to sprite cannot be empty.

Optional properties

layers

Type: Types/table of Types/Sprite

If this property is present, all Sprite definitions have to be placed as entries in the array, and they will all be loaded from there. Each item (Sprite definition) in the array may also have the layers property.

If this property is present, all other properties are ignored and the mandatory properties do not have to be defined.

Layers may not be an empty table.

hr_version

Type: Types/Sprite

If this property exists and high resolution sprites are turned on, its contents are used to load the sprite.

slice or dice

Type: Types/SpriteSizeType

Number of slices this is sliced into when using the "optimized atlas packing" option. If you are a modder, you can just ignore this property.

Example: If this is 4, the sprite will be sliced into a 4×4 grid.

slice_x or dice_x

Type: Types/SpriteSizeType

Same as slice or dice above, but this specifies only how many slices there are on the x axis.

slice_y or dice_y

Type: Types/SpriteSizeType

Same as slice or dice above, but this specifies only how many slices there are on the y axis.

priority

Type: Types/SpritePriority

Default: "medium"

flags

Type: Types/SpriteFlags

size

Type: Types/SpriteSizeType or Types/table of Types/SpriteSizeType

The width and height of the sprite. If this is an array, the first member of the array is the width and the second is the height. Otherwise the size is both width and height.

Width and height may only be in the range of 0-8192.

width

Type: Types/SpriteSizeType

Mandatory if size is not given. Width of the picture in pixels, from 0-8192.

height

Type: Types/SpriteSizeType

Mandatory if size is not given. Height of the picture in pixels, from 0-8192.

x

Type: Types/SpriteSizeType

Default: 0

Horizontal position of the sprite in the source file in pixels.

y

Type: Types/SpriteSizeType

Default: 0

Vertical position of the sprite in the source file in pixels.

position

Type: Types/table of Types/SpriteSizeType

Loaded only when x and y are both 0. The first member of the array is x and the second is y.

shift

Type: Types/vector

Default: {0, 0}

In tiles. util.by_pixel() can be used to divide the shift by 32 which is the usual pixel height/width of 1 tile in normal resolution. Note that 32 pixel tile height/width is not enforced anywhere - any other tile height or width is also possible.

scale

Type: Types/double

Default: 1

Values different than 1 specify the scale of the sprite on default zoom. Scale 2 means that the picture will be 2 times bigger on screen (and more pixelated).

draw_as_shadow

Type: Types/bool

Default: false

Only one of draw_as_shadow, draw_as_glow and draw_as_light can be true. draw_as_shadow takes precedence over draw_as_glow and draw_as_light.

draw_as_glow

Type: Types/bool

Default: false

Only one of draw_as_shadow, draw_as_glow and draw_as_light can be true. draw_as_glow takes precedence over draw_as_light.

Draws first as a normal sprite, and again as a light layer.[1]

draw_as_light

Type: Types/bool

Default: false

Only one of draw_as_shadow, draw_as_glow and draw_as_light can be true.

mipmap_count

Type: Types/uint8

Default: 0

Only loaded if this is an icon (has flag "group=icon" or "group=gui").

apply_runtime_tint

Type: Types/bool

Default: false

tint

Type: Types/Color

Default: {r=1, g=1, b=1, a=1} (white)

blend_mode

Type: Types/BlendMode

Default: "normal"

load_in_minimal_mode

Type: Types/bool

Default: false

Minimal mode is entered when mod loading fails. You are in it when you see the gray box after (part of) the loading screen that tells you a mod error (Example). If you are a modder, you can just ignore this property.

premul_alpha

Type: Types/bool

Default: true

Whether alpha should be premultiplied.

generate_sdf

Type: Types/bool

Default: false

This property is only used by sprites used in Prototype/UtilitySprites that have the "icon" flag.
If this is set to true, the game will generate an icon shadow (using signed distance fields) for the sprite.

Example of the icon shadow in the character modifier icon used by the steel axe research.
Generate sdf example.png

Example

picture =
    {
      filename = "__base__/graphics/entity/basic-accumulator/basic-accumulator.png",
      priority = "extra-high",
      width = 124,
      height = 103,
      shift = {0.7, -0.2}
    }

Prototype properties that use this type