Class reference
Sprite2D
Inherits Node2D
General-purpose sprite node.
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.
Properties
bool centered = true
bool centered = trueIf true, texture is centered. Note: For games with a pixel art aesthetic, textures may appear deformed when centered. This is caused by their position being between pixels. To prevent this, set this property to false, or consider enabling ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel and ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel.
bool flip_h = false
bool flip_h = falseIf true, texture is flipped horizontally.
bool flip_v = false
bool flip_v = falseIf true, texture is flipped vertically.
int frame = 0
int frame = 0Current frame to display from sprite sheet. hframes or vframes must be greater than 1. This property is automatically adjusted when hframes or vframes are changed to keep pointing to the same visual frame (same column and row). If that's impossible, this value is reset to 0.
Vector2i frame_coords = Vector2i(0, 0)
Vector2i frame_coords = Vector2i(0, 0)Coordinates of the frame to display from sprite sheet. This is as an alias for the frame property. hframes or vframes must be greater than 1.
int hframes = 1
int hframes = 1The number of columns in the sprite sheet. When this property is changed, frame is adjusted so that the same visual frame is maintained (same row and column). If that's impossible, frame is reset to 0.
Vector2 offset = Vector2(0, 0)
Vector2 offset = Vector2(0, 0)The texture's drawing offset. Note: When you increase offset.y in Sprite2D, the sprite moves downward on screen (i.e., +Y is down).
bool region_enabled = false
bool region_enabled = falseIf true, texture is cut from a larger atlas texture. See region_rect. Note: When using a custom Shader on a Sprite2D, the UV shader built-in will refer to the entire texture space. Use the REGION_RECT built-in to get the currently visible region defined in region_rect instead. See CanvasItem shaders for details.
bool region_filter_clip_enabled = false
bool region_filter_clip_enabled = falseIf true, the area outside of the region_rect is clipped to avoid bleeding of the surrounding texture pixels. region_enabled must be true.
Rect2 region_rect = Rect2(0, 0, 0, 0)
Rect2 region_rect = Rect2(0, 0, 0, 0)The region of the atlas texture to display. region_enabled must be true.
Texture2D texture
Texture2D textureTexture2D object to draw.
int vframes = 1
int vframes = 1The number of rows in the sprite sheet. When this property is changed, frame is adjusted so that the same visual frame is maintained (same row and column). If that's impossible, frame is reset to 0.
Methods
Rect2 get_rect() const
Rect2 get_rect() constReturns a Rect2 representing the Sprite2D's boundary in local coordinates. Example: Detect if the Sprite2D was clicked:
func _input(event):
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
if get_rect().has_point(to_local(event.position)):
print("A click!")
public override void _Input(InputEvent @event)
{
if (@event is InputEventMouseButton inputEventMouse)
{
if (inputEventMouse.Pressed && inputEventMouse.ButtonIndex == MouseButton.Left)
{
if (GetRect().HasPoint(ToLocal(inputEventMouse.Position)))
{
GD.Print("A click!");
}
}
}
}
bool is_pixel_opaque(Vector2 pos) const
bool is_pixel_opaque(Vector2 pos) constReturns true, if the pixel at the given position is opaque and false in other case. The position is in local coordinates. Note: It also returns false, if the sprite's texture is null or if the given position is invalid.