Types/Sprite: Difference between revisions

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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>
== Basics ==
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.
== 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.
Layers may not be an empty table.
=== 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 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 <code>slice</code> or <code>dice</code> above, but this specifies only how many slices there are on the x axis.
=== slice_y or dice_y ===
'''Type''': [[Types/SpriteSizeType]]
Same as <code>slice</code> or <code>dice</code> 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 <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
Only one of <code>draw_as_shadow</code>, <code>draw_as_glow</code> and <code>draw_as_light</code> can be true. <code>draw_as_shadow</code> takes precedence over <code>draw_as_glow</code> and <code>draw_as_light</code>.
=== draw_as_glow ===
'''Type''': [[Types/bool]]
'''Default''': false
Only one of <code>draw_as_shadow</code>, <code>draw_as_glow</code> and <code>draw_as_light</code> can be true. <code>draw_as_glow</code> takes precedence over <code>draw_as_light</code>.
Draws first as a normal sprite, and again as a light layer.<sup>[https://forums.factorio.com/91682]</sup>
=== draw_as_light ===
'''Type''': [[Types/bool]]
'''Default''': false
Only one of <code>draw_as_shadow</code>, <code>draw_as_glow</code> and <code>draw_as_light</code> 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 ([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
This property is only used by sprites used in [[Prototype/UtilitySprites]] that have the "icon" flag.<br>
If this is set to true, the game will generate an icon shadow (using signed distance fields) for the sprite.
Example of the icon shadow in the character modifier icon used by the steel axe research.<br>
[[File:Generate_sdf_example.png]]
== 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.