Types/Sprite: Difference between revisions

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== Basics ==
<div class="stub"><p>'''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/Sprite.html https://lua-api.factorio.com/latest/types/Sprite.html]
Specifies one picture that can be used in the game.


When there is more than one sprite or [[Types/Animation|animation]] frame with the same source file and dimensions/position in the game, they all share the same memory.
</p><p>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 [https://forums.factorio.com/viewforum.php?f=233 on the forums].</p></div>
== Mandatory properties ==
 
=== filename ===
'''Type''': [[Types/FileName]]
 
'''Default''': ""
 
Technically optional, but path to sprite cannot be empty.
 
== Optional properties ==
 
=== layers ===
'''Type''': [[Types/table]] of [[Types/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 <code>layers</code> property.
 
If this property is present, all other properties are ignored and the mandatory properties do not have to be defined.
 
=== hr_version ===
'''Type''': [[Types/Sprite]]
 
If this property exists and high resolution sprites are turned on, its contents are used to load the sprite.
 
=== slice ===
'''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 ===
'''Type''': [[Types/SpriteSizeType]]
 
Same as <code>slice</code> above, but this specifies only how many slices there are on the x axis.
 
=== slice_y ===
'''Type''': [[Types/SpriteSizeType]]
 
Same as <code>slice</code> above, but this specifies only how many slices there are on the y axis.
 
=== priority ===
'''Type''': [[Types/string]]
 
'''Default''': "medium"
 
Possible values:
* "extra-high-no-scale"
* "extra-high"
* "high"
* "medium"
* "low"
* "very-low"
 
=== 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 <code>size</code> is not given. Width of the picture in pixels, from 0-8192.
 
=== height ===
'''Type''': [[Types/SpriteSizeType]]
 
Mandatory if <code>size</code> 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 <code>x</code> and <code>y</code> 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
 
=== mipmap_count ===
'''Type''': [[Types/uint8]]
 
'''Default''': 0
 
Only loaded if this is an icon (has flag "icon").
 
=== 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/string]]
 
'''Default''': "normal"
 
Possible values:
* "normal"          ''Result = Active_RGB * Active_Alpha + Background_RGB * ( 1 - Active_Alpha )''
* "additive"        ''Result = Active_RGB + Background_RGB''
* "additive-soft"    ''Result = Active_RGB * ( 1 - Background_RGB ) + Background_RGB''
* "multiplicative"  ''Result = Active_RGB * Background_RGB''
* "overwrite"        ''Result = Active_RGBA or Background_RGBA''
 
=== 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 ([https://cdn.discordapp.com/attachments/340530709712076801/532315796626472972/unknown.png 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
 
== Example ==
    <syntaxhighlight lang="lua">picture =
    {
      filename = "__base__/graphics/entity/basic-accumulator/basic-accumulator.png",
      priority = "extra-high",
      width = 124,
      height = 103,
      shift = {0.7, -0.2}
    }</syntaxhighlight>
 
{{Prototype property type usage|{{FULLPAGENAME}}?Sprite]}}

Latest revision as of 14:32, 25 October 2024

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/Sprite.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.