Types/RotatedSprite
The prototype docs have moved to a new website with an improved format. This documentation page can now be found here: https://lua-api.factorio.com/latest/types/RotatedSprite.html
This wiki page is no longer updated and will be removed at some point in the future, so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback on the forums.
Basics
Specifies series of sprites used to visualise different rotations of the object.
Mandatory properties
direction_count
Type: Types/uint16
Count of direction (frames) specified.
Optional properties
filename
Type: Types/FileName
Default: ""
Either this or "filenames"
has to be non-empty.
filenames
Type: types/table of Types/FileName
Default: ""
Array of filenames. Either this or "filename"
has to be non-empty.
layers
Type: Types/table of Types/RotatedSprite
If this property is present, all RotatedSprite definitions have to be placed as entries in the array, and they will all be loaded from there. Each item (RotatedSprite definition) in the array may also have the layers
property.
If this property is present, all other properties are ignored and the mandatory properties do not have to be defined.
Layers may not be an empty table.
hr_version
Type: Types/RotatedSprite
If this property exists and high resolution sprites are turned on, its contents are used to load the RotatedSprite.
slice or dice
Type: Types/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: Types/SpriteSizeType
Same as slice
or dice
above, but this specifies only how many slices there are on the x axis.
slice_y or dice_y
Type: Types/SpriteSizeType
Same as slice
or dice
above, but this specifies only how many slices there are on the y axis.
priority
Type: Types/SpritePriority
Default: "medium"
flags
Type: Types/SpriteFlags
size
Type: Types/SpriteSizeType or Types/table of Types/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: Types/SpriteSizeType
Mandatory if size
is not given. Width of the picture in pixels, from 0-8192.
height
Type: Types/SpriteSizeType
Mandatory if size
is not given. Height of the picture in pixels, from 0-8192.
x
Type: Types/SpriteSizeType
Default: 0
Horizontal position of the sprite in the source file in pixels.
y
Type: Types/SpriteSizeType
Default: 0
Vertical position of the sprite in the source file in pixels.
position
Type: Types/table of Types/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: Types/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: Types/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: Types/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: Types/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: Types/bool
Default: false
Only one of draw_as_shadow
, draw_as_glow
and draw_as_light
can be true.
mipmap_count
Type: Types/uint8
Default: 0
Only loaded if this is an icon (has flag "group=icon" or "group=gui").
apply_runtime_tint
Type: Types/bool
Default: false
tint
Type: Types/Color
Default: {r=1, g=1, b=1, a=1} (white)
blend_mode
Type: Types/BlendMode
Default: "normal"
load_in_minimal_mode
Type: Types/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: Types/bool
Default: true
Whether alpha should be premultiplied.
generate_sdf
Type: Types/bool
Default: false
Unused.
axially_symmetrical
Type: Types/bool
Default: false
When set to true, left the same picture is used for left/right direction, just flipped, this can save half of the space required, but is not usable once the picture contains shadows etc.
back_equals_front
Type: Types/bool
Default: false
apply_projection
Type: Types/bool
Default: true
Used to fix the inconsistency of direction of the entity in 3d when rendered and direction on the screen (where the 45 degree angle for projection is used).
counterclockwise
Type: Types/bool
Default: false
Set to true to indicate sprites in the spritesheet are in counterclockwise order.
line_length
Type: Types/uint32
Defult: 0
Once the specified number of pictures is loaded, other pictures are loaded on other line. This is to allow having more sprites in matrix, to input files with too high width. The game engine limits the width of any input files to 8192px, so it is compatible with most graphics cards. 0 means that all the pictures are in one horizontal line.
allow_low_quality_rotation
Type: Types/bool
Default: false
lines_per_file
Type: Types/uint64
Mandatory if "filenames"
exists.
Example
pictures =
{
layers =
{
{
filename = "__base__/graphics/entity/radar/radar.png",
priority = "low",
width = 98,
height = 128,
apply_projection = false,
direction_count = 64,
line_length = 8,
shift = util.by_pixel(1, -16),
hr_version =
{
filename = "__base__/graphics/entity/radar/hr-radar.png",
priority = "low",
width = 196,
height = 254,
apply_projection = false,
direction_count = 64,
line_length = 8,
shift = util.by_pixel(1, -16),
scale = 0.5
}
},
{
filename = "__base__/graphics/entity/radar/radar-shadow.png",
priority = "low",
width = 172,
height = 94,
apply_projection = false,
direction_count = 64,
line_length = 8,
shift = util.by_pixel(39,3),
draw_as_shadow = true,
hr_version =
{
filename = "__base__/graphics/entity/radar/hr-radar-shadow.png",
priority = "low",
width = 343,
height = 186,
apply_projection = false,
direction_count = 64,
line_length = 8,
shift = util.by_pixel(39.25,3),
draw_as_shadow = true,
scale = 0.5
}
}
}
},
Prototype properties that use this type
- Prototype/ArtilleryTurret : cannon_barrel_pictures
- Prototype/ArtilleryTurret : cannon_base_pictures
- Prototype/ArtilleryWagon : cannon_barrel_pictures
- Prototype/ArtilleryWagon : cannon_base_pictures
- Prototype/ElectricPole : pictures
- Prototype/Locomotive : front_light_pictures
- Prototype/Radar : pictures
- Prototype/RollingStock : pictures
- Prototype/RollingStock : wheels