Types/Sprite: Difference between revisions

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m (→‎shift: typo)
(if you use a sprite height or width of 0 you get an error in 0.17)
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'''Type''': [[Types/SpriteSizeType]]
'''Type''': [[Types/SpriteSizeType]]


Width of the picture in pixels, from 0-8192.
Width of the picture in pixels, from 1-8192.


=== height ===
=== height ===
'''Type''': [[Types/SpriteSizeType]]
'''Type''': [[Types/SpriteSizeType]]


Height of the picture in pixels, from 0-8192.
Height of the picture in pixels, from 1-8192.


== Optional properties ==
== Optional properties ==

Revision as of 17:09, 3 March 2019

Basics

Specifies one picture that can be used in the game.

When there is more than one sprite or 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.

width

Type: Types/SpriteSizeType

Width of the picture in pixels, from 1-8192.

height

Type: Types/SpriteSizeType

Height of the picture in pixels, from 1-8192.

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 layers 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 slice above, but this specifies only how many slices there are on the x axis.

slice_y

Type: Types/SpriteSizeType

Same as slice 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

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.

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

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"
  • "additive"
  • "additive-soft"
  • "multiplicative"
  • "overwrite"

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.

Example

   picture =
   {
     filename = "__base__/graphics/entity/basic-accumulator/basic-accumulator.png",
     priority = "extra-high",
     width = 124,
     height = 103,
     shift = {0.7, -0.2}
   }