mirror of
https://github.com/Relintai/pandemonium_engine.git
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91 lines
4.3 KiB
XML
91 lines
4.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Sprite" inherits="Node2D" version="4.2">
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<brief_description>
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General-purpose sprite node.
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</brief_description>
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<description>
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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.
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</description>
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<tutorials>
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<link title="Instancing Demo">https://godotengine.org/asset-library/asset/148</link>
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</tutorials>
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<methods>
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<method name="get_rect" qualifiers="const">
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<return type="Rect2" />
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<description>
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Returns a [Rect2] representing the Sprite's boundary in local coordinates. Can be used to detect if the Sprite was clicked. Example:
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[codeblock]
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func _input(event):
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if event is InputEventMouseButton and event.pressed and event.button_index == BUTTON_LEFT:
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if get_rect().has_point(to_local(event.position)):
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print("A click!")
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[/codeblock]
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</description>
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</method>
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<method name="is_pixel_opaque" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="pos" type="Vector2" />
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<description>
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Returns [code]true[/code], if the pixel at the given position is opaque and [code]false[/code] in other case.
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[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.
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</description>
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</method>
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</methods>
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<members>
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<member name="centered" type="bool" setter="set_centered" getter="is_centered" default="true">
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If [code]true[/code], texture is centered.
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</member>
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<member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h" default="false">
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If [code]true[/code], texture is flipped horizontally.
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</member>
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<member name="flip_v" type="bool" setter="set_flip_v" getter="is_flipped_v" default="false">
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If [code]true[/code], texture is flipped vertically.
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</member>
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<member name="frame" type="int" setter="set_frame" getter="get_frame" default="0">
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Current frame to display from sprite sheet. [member hframes] or [member vframes] must be greater than 1.
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</member>
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<member name="frame_coords" type="Vector2" setter="set_frame_coords" getter="get_frame_coords" default="Vector2( 0, 0 )">
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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.
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</member>
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<member name="hframes" type="int" setter="set_hframes" getter="get_hframes" default="1">
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The number of columns in the sprite sheet.
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</member>
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<member name="normal_map" type="Texture" setter="set_normal_map" getter="get_normal_map">
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The normal map gives depth to the Sprite.
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[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.
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</member>
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<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2( 0, 0 )">
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The texture's drawing offset.
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</member>
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<member name="region_enabled" type="bool" setter="set_region" getter="is_region" default="false">
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If [code]true[/code], texture is cut from a larger atlas texture. See [member region_rect].
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</member>
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<member name="region_filter_clip" type="bool" setter="set_region_filter_clip" getter="is_region_filter_clip_enabled" default="false">
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If [code]true[/code], the outermost pixels get blurred out.
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</member>
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<member name="region_rect" type="Rect2" setter="set_region_rect" getter="get_region_rect" default="Rect2( 0, 0, 0, 0 )">
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The region of the atlas texture to display. [member region_enabled] must be [code]true[/code].
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</member>
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<member name="texture" type="Texture" setter="set_texture" getter="get_texture">
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[Texture] object to draw.
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</member>
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<member name="vframes" type="int" setter="set_vframes" getter="get_vframes" default="1">
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The number of rows in the sprite sheet.
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</member>
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</members>
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<signals>
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<signal name="frame_changed">
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<description>
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Emitted when the [member frame] changes.
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</description>
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</signal>
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<signal name="texture_changed">
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<description>
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Emitted when the [member texture] changes.
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</description>
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</signal>
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</signals>
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<constants>
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</constants>
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</class>
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