Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

Sprite2D

繼承: Node2D < CanvasItem < Node < Object

通用精靈節點。

說明

顯示 2D 紋理的節點。顯示的紋理可以是較大合集紋理中的某個區域,也可以是精靈表動畫中的某一影格。

教學

屬性

bool

centered

true

bool

flip_h

false

bool

flip_v

false

int

frame

0

Vector2i

frame_coords

Vector2i(0, 0)

int

hframes

1

Vector2

offset

Vector2(0, 0)

bool

region_enabled

false

bool

region_filter_clip_enabled

false

Rect2

region_rect

Rect2(0, 0, 0, 0)

Texture2D

texture

int

vframes

1

方法

Rect2

get_rect() const

bool

is_pixel_opaque(pos: Vector2) const


訊號

frame_changed() 🔗

frame 更改時發出。


texture_changed() 🔗

texture 更改時發出。


屬性說明

bool centered = true 🔗

  • void set_centered(value: bool)

  • bool is_centered()

If 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 🔗

  • void set_flip_h(value: bool)

  • bool is_flipped_h()

若為 true,紋理將水平翻轉。


bool flip_v = false 🔗

  • void set_flip_v(value: bool)

  • bool is_flipped_v()

若為 true,紋理將垂直翻轉。


int frame = 0 🔗

  • void set_frame(value: int)

  • int get_frame()

Current 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) 🔗

顯示的影格在精靈表中的座標。這是 frame 屬性的別名。vframeshframes 必須大於 1。


int hframes = 1 🔗

  • void set_hframes(value: int)

  • int get_hframes()

The 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) 🔗

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 🔗

  • void set_region_enabled(value: bool)

  • bool is_region_enabled()

If 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 🔗

  • void set_region_filter_clip_enabled(value: bool)

  • bool is_region_filter_clip_enabled()

If 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) 🔗

  • void set_region_rect(value: Rect2)

  • Rect2 get_region_rect()

要顯示的合集紋理區域。region_enabled 必須是 true


Texture2D texture 🔗

要繪製的 Texture2D 對象。


int vframes = 1 🔗

  • void set_vframes(value: int)

  • int get_vframes()

The 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.


方法說明

Rect2 get_rect() const 🔗

Returns 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!")

bool is_pixel_opaque(pos: Vector2) const 🔗

Returns true if the pixel at the given position is opaque, false otherwise. Also returns false if the given position is out of bounds or this sprite's texture is null. pos is in local coordinates.