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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Sprite2D" inherits="Node2D" version="4.0">
<brief_description>
General-purpose sprite node.
</brief_description>
<description>
A node that displays a 2D texture. The texture displayed can be a region from a larger atlas texture, or a frame from a sprite sheet animation.
</description>
<tutorials>
<link title="Instancing Demo">https://godotengine.org/asset-library/asset/148</link>
</tutorials>
<methods>
<method name="get_rect" qualifiers="const">
<return type="Rect2">
</return>
<description>
Returns a [Rect2] representing the Sprite2D's boundary in local coordinates. Can be used to detect if the Sprite2D was clicked. Example:
[codeblock]
func _input(event):
if event is InputEventMouseButton and event.pressed and event.button_index == BUTTON_LEFT:
if get_rect().has_point(to_local(event.position)):
print("A click!")
[/codeblock]
</description>
</method>
<method name="is_pixel_opaque" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="pos" type="Vector2">
</argument>
<description>
Returns [code]true[/code], if the pixel at the given position is opaque and [code]false[/code] in other case.
[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is [code]null[/code] or if the given position is invalid.
</description>
</method>
</methods>
<members>
<member name="centered" type="bool" setter="set_centered" getter="is_centered" default="true">
If [code]true[/code], texture is centered.
</member>
<member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h" default="false">
If [code]true[/code], texture is flipped horizontally.
</member>
<member name="flip_v" type="bool" setter="set_flip_v" getter="is_flipped_v" default="false">
If [code]true[/code], texture is flipped vertically.
</member>
<member name="frame" type="int" setter="set_frame" getter="get_frame" default="0">
Current frame to display from sprite sheet. [member hframes] or [member vframes] must be greater than 1.
</member>
<member name="frame_coords" type="Vector2" setter="set_frame_coords" getter="get_frame_coords" default="Vector2( 0, 0 )">
Coordinates of the frame to display from sprite sheet. This is as an alias for the [member frame] property. [member hframes] or [member vframes] must be greater than 1.
</member>
<member name="hframes" type="int" setter="set_hframes" getter="get_hframes" default="1">
The number of columns in the sprite sheet.
</member>
<member name="normal_map" type="Texture2D" setter="set_normal_map" getter="get_normal_map">
The normal map gives depth to the Sprite2D.
[b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</member>
<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2( 0, 0 )">
The texture's drawing offset.
</member>
<member name="region_enabled" type="bool" setter="set_region" getter="is_region" default="false">
If [code]true[/code], texture is cut from a larger atlas texture. See [member region_rect].
</member>
<member name="region_filter_clip" type="bool" setter="set_region_filter_clip" getter="is_region_filter_clip_enabled" default="false">
If [code]true[/code], the outermost pixels get blurred out.
</member>
<member name="region_rect" type="Rect2" setter="set_region_rect" getter="get_region_rect" default="Rect2( 0, 0, 0, 0 )">
The region of the atlas texture to display. [member region_enabled] must be [code]true[/code].
</member>
<member name="shininess" type="float" setter="set_shininess" getter="get_shininess" default="1.0">
Strength of the specular light effect of this [Sprite2D].
</member>
<member name="specular_color" type="Color" setter="set_specular_color" getter="get_specular_color" default="Color( 1, 1, 1, 1 )">
The color of the specular light effect.
</member>
<member name="specular_map" type="Texture2D" setter="set_specular_map" getter="get_specular_map">
The specular map is used for more control on the shininess effect.
</member>
<member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
[Texture2D] object to draw.
</member>
<member name="vframes" type="int" setter="set_vframes" getter="get_vframes" default="1">
The number of rows in the sprite sheet.
</member>
</members>
<signals>
<signal name="frame_changed">
<description>
Emitted when the [member frame] changes.
</description>
</signal>
<signal name="texture_changed">
<description>
Emitted when the [member texture] changes.
</description>
</signal>
</signals>
<constants>
</constants>
</class>
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