Prototype/Sprite

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Prototype definitions » Prototype/Sprite


Specifies a picture that can be used with https://lua-api.factorio.com/latest/Concepts.html#SpritePath during runtime.


Prototype/Sprite — sprite
filename::FileName
name::string
type::string
apply_runtime_tint::bool (optional)
blend_mode::BlendMode (optional)
draw_as_glow::bool (optional)
draw_as_light::bool (optional)
draw_as_shadow::bool (optional)
flags::SpriteFlags (optional)
generate_sdf::bool (optional)
height::SpriteSizeType (optional)
hr_version::Sprite (optional)
layers::table of Sprite (optional)
load_in_minimal_mode::bool (optional)
mipmap_count::uint8 (optional)
position::table of SpriteSizeType (optional)
premul_alpha::bool (optional)
priority::SpritePriority (optional)
scale::double (optional)
shift::vector (optional)
size::SpriteSizeType or table of SpriteSizeType (optional)
slice or dice::SpriteSizeType (optional)
slice_x or dice_x::SpriteSizeType (optional)
slice_y or dice_y::SpriteSizeType (optional)
tint::Color (optional)
width::SpriteSizeType (optional)
x::SpriteSizeType (optional)
y::SpriteSizeType (optional)

Mandatory properties

type

Type: string
Must be "sprite".

name

Type: string
Name of the sprite. Must be unique. Can be used as a https://lua-api.factorio.com/latest/Concepts.html#SpritePath.

filename

Type: FileName
Default: ""
Technically optional, but path to sprite cannot be empty.

Optional properties

layers

Type: table of Sprite
If this property is present, all Sprite definitions have to be placed as entries in the array, and they will all be loaded from there. Each item (Sprite definition) in the array may also have the layers property.

If this property is present, filename and all other optional properties are ignored. The mandatory properties name and type still have to be defined.

Layers may not be an empty table.

hr_version

Type: Sprite
If this property exists and high resolution sprites are turned on, its contents are used to load the sprite.

slice or dice

Type: SpriteSizeType
Number of slices this is sliced into when using the "optimized atlas packing" option. If you are a modder, you can just ignore this property.

Example: If this is 4, the sprite will be sliced into a 4×4 grid.

slice_x or dice_x

Type: SpriteSizeType
Same as slice above, but this specifies only how many slices there are on the x axis.

slice_y or dice_y

Type: SpriteSizeType
Same as slice above, but this specifies only how many slices there are on the y axis.

priority

Type: SpritePriority
Default: "medium"

flags

Type: SpriteFlags

size

Type: SpriteSizeType or table of SpriteSizeType
The width and height of the sprite. If this is an array, the first member of the array is the width and the second is the height. Otherwise the size is both width and height.

Width and height may only be in the range of 0-8192.

width

Type: SpriteSizeType
Mandatory if size is not given. Width of the picture in pixels, from 0-8192.

height

Type: SpriteSizeType
Mandatory if size is not given. Height of the picture in pixels, from 0-8192.

x

Type: SpriteSizeType
Default: 0
Horizontal position of the sprite in the source file in pixels.

y

Type: SpriteSizeType
Default: 0
Vertical position of the sprite in the source file in pixels.

position

Type: table of SpriteSizeType
Loaded only when x and y are both 0. The first member of the array is x and the second is y.

shift

Type: vector
Default: {0, 0}
In tiles. util.by_pixel() can be used to divide the shift by 32 which is the usual pixel height/width of 1 tile in normal resolution. Note that 32 pixel tile height/width is not enforced anywhere - any other tile height or width is also possible.

scale

Type: double
Default: 1
Values different than 1 specify the scale of the sprite on default zoom. Scale 2 means that the picture will be 2 times bigger on screen (and more pixelated).

draw_as_shadow

Type: bool
Default: false
Only one of draw_as_shadow, draw_as_glow and draw_as_light can be true. draw_as_shadow takes precedence over draw_as_glow and draw_as_light.

draw_as_glow

Type: bool
Default: false
Only one of draw_as_shadow, draw_as_glow and draw_as_light can be true. draw_as_glow takes precedence over draw_as_light.

Draws first as a normal sprite, and again as a light layer.[1]

draw_as_light

Type: bool
Default: false
Only one of draw_as_shadow, draw_as_glow and draw_as_light can be true.

mipmap_count

Type: uint8
Default: 0
Only loaded if this is an icon (has flag "group=icon" or "group=gui").

apply_runtime_tint

Type: bool
Default: false

tint

Type: Color
Default: {r=1, g=1, b=1, a=1} (white)

blend_mode

Type: BlendMode
Default: "normal"

load_in_minimal_mode

Type: bool
Default: false
Minimal mode is entered when mod loading fails. You are in it when you see the gray box after (part of) the loading screen that tells you a mod error (Example). If you are a modder, you can just ignore this property.

premul_alpha

Type: bool
Default: true
Whether alpha should be premultiplied.

generate_sdf

Type: bool
Default: false
Unused.

Example

   {
     type = "sprite"
     name = "accumulator-sprite",
     filename = "__base__/graphics/entity/basic-accumulator/basic-accumulator.png",
     priority = "extra-high",
     width = 124,
     height = 103,
     shift = {0.7, -0.2}
   }