General-purpose sprite node. 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. https://godotengine.org/asset-library/asset/2716 Returns a [Rect2] representing the Sprite2D's boundary in local coordinates. [b]Example:[/b] Detect if the Sprite2D was clicked: [codeblocks] [gdscript] 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!") [/gdscript] [csharp] 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!"); } } } } [/csharp] [/codeblocks] Returns [code]true[/code], if the pixel at the given position is opaque and [code]false[/code] in other case. The position is in local coordinates. [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. If [code]true[/code], texture is centered. [b]Note:[/b] 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 [code]false[/code], or consider enabling [member ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel] and [member ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel]. If [code]true[/code], texture is flipped horizontally. If [code]true[/code], texture is flipped vertically. Current frame to display from sprite sheet. [member hframes] or [member vframes] must be greater than 1. This property is automatically adjusted when [member hframes] or [member vframes] are changed to keep pointing to the same visual frame (same column and row). If that's impossible, this value is reset to [code]0[/code]. 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. The number of columns in the sprite sheet. When this property is changed, [member frame] is adjusted so that the same visual frame is maintained (same row and column). If that's impossible, [member frame] is reset to [code]0[/code]. The texture's drawing offset. If [code]true[/code], texture is cut from a larger atlas texture. See [member region_rect]. If [code]true[/code], the outermost pixels get blurred out. [member region_enabled] must be [code]true[/code]. The region of the atlas texture to display. [member region_enabled] must be [code]true[/code]. [Texture2D] object to draw. The number of rows in the sprite sheet. When this property is changed, [member frame] is adjusted so that the same visual frame is maintained (same row and column). If that's impossible, [member frame] is reset to [code]0[/code]. Emitted when the [member frame] changes. Emitted when the [member texture] changes.