Types/RotatedSprite

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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
          }
        }
      }
    },

Template:Prototype property type usage