Types/AnimationElement: Difference between revisions

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(Updated styling of prototype doc migration note)
(Removed old prototype docs)
 
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</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>
</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>
Used by [[Types/BeaconGraphicsSet]] ([[Prototype/Beacon]]). This is a [[Types/table]] with the below properties.
== Optional properties ==
=== render_layer ===
'''Type''': [[Types/RenderLayer|RenderLayer]]
'''Default''': "object"
=== secondary_draw_order ===
'''Type''': [[Types/int8|int8]]
Used to determine render order for sprites with the same <code>render_layer</code> in the same position. Sprites with a higher <code>secondary_draw_order</code> are drawn on top.
=== draw_as_sprite ===
'''Type''': [[Types/bool|bool]]
'''Default''': true
=== draw_as_light ===
'''Type''': [[Types/bool|bool]]
'''Default''': false
=== apply_tint ===
'''Type''': [[Types/bool|bool]]
'''Default''': false
=== always_draw ===
'''Type''': [[Types/bool|bool]]
'''Default''': true
=== animation ===
'''Type''': [[Types/Animation|Animation]]

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/AnimationElement.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.