Types/Sprite: Difference between revisions
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'''Default''': {0, 0} | '''Default''': {0, 0} | ||
In tiles. util.by_pixels() can be used to divide the shift by 32 which is the usual height/width of 1 tile in normal resolution. Note that 32 tile height/width is not enforced anywhere - any other tile height or width is also possible. | In tiles. util.by_pixels() 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 === | === scale === |
Revision as of 10:56, 9 January 2019
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.
width
Type: Types/SpriteSizeType
Width of the picture in pixels, from 0-8192.
height
Type: Types/SpriteSizeType
Height of the picture in pixels, from 0-8192.
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.
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
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
Type: Types/SpriteSizeType
Same as slice
above, but this specifies only how many slices there are on the x axis.
slice_y
Type: Types/SpriteSizeType
Same as slice
above, but this specifies only how many slices there are on the y axis.
priority
Type: Types/string
Default: "medium"
Possible values:
- "extra-high-no-scale"
- "extra-high"
- "high"
- "medium"
- "low"
- "very-low"
flags
Type: Types/SpriteFlags
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.
shift
Type: Types/vector
Default: {0, 0}
In tiles. util.by_pixels() 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
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/string
Default: "normal"
Possible values:
- "normal"
- "additive"
- "additive-soft"
- "multiplicative"
- "overwrite"
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.
Example
picture = { filename = "__base__/graphics/entity/basic-accumulator/basic-accumulator.png", priority = "extra-high", width = 124, height = 103, shift = {0.7, -0.2} }