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.
Returns a [Rect2] representing the Sprite's boundary in local coordinates. Can be used to detect if the Sprite 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]
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.
If [code]true[/code], texture is centered.
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.
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.
The normal map gives depth to the Sprite.
[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.
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.
The region of the atlas texture to display. [member region_enabled] must be [code]true[/code].
[Texture] object to draw.
The number of rows in the sprite sheet.
Emitted when the [member frame] changes.
Emitted when the [member texture] changes.