b68dd2e189
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
101 lines
4.5 KiB
XML
101 lines
4.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Sprite2D" inherits="Node2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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General-purpose sprite node.
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</brief_description>
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<description>
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A node that displays a 2D texture. The texture displayed can be a region from a larger atlas texture, or a frame from a sprite sheet animation.
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</description>
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<tutorials>
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<link title="Instancing Demo">https://godotengine.org/asset-library/asset/148</link>
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</tutorials>
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<methods>
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<method name="get_rect" qualifiers="const">
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<return type="Rect2" />
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<description>
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Returns a [Rect2] representing the Sprite2D's boundary in local coordinates. Can be used to detect if the Sprite2D was clicked. Example:
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[codeblocks]
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[gdscript]
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func _input(event):
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if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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if get_rect().has_point(to_local(event.position)):
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print("A click!")
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[/gdscript]
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[csharp]
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public override void _Input(InputEvent inputEvent)
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{
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if (inputEvent is InputEventMouseButton inputEventMouse)
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{
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if (inputEventMouse.Pressed && inputEventMouse.ButtonIndex == (int)ButtonList.Left)
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{
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if (GetRect().HasPoint(ToLocal(inputEventMouse.Position)))
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{
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GD.Print("A click!");
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}
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}
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}
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}
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[/csharp]
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[/codeblocks]
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</description>
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</method>
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<method name="is_pixel_opaque" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="pos" type="Vector2" />
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<description>
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Returns [code]true[/code], if the pixel at the given position is opaque and [code]false[/code] in other case.
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[b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is [code]null[/code] or if the given position is invalid.
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</description>
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</method>
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</methods>
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<members>
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<member name="centered" type="bool" setter="set_centered" getter="is_centered" default="true">
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If [code]true[/code], texture is centered.
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</member>
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<member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h" default="false">
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If [code]true[/code], texture is flipped horizontally.
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</member>
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<member name="flip_v" type="bool" setter="set_flip_v" getter="is_flipped_v" default="false">
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If [code]true[/code], texture is flipped vertically.
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</member>
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<member name="frame" type="int" setter="set_frame" getter="get_frame" default="0">
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Current frame to display from sprite sheet. [member hframes] or [member vframes] must be greater than 1.
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</member>
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<member name="frame_coords" type="Vector2i" setter="set_frame_coords" getter="get_frame_coords" default="Vector2i(0, 0)">
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Coordinates of the frame to display from sprite sheet. This is as an alias for the [member frame] property. [member hframes] or [member vframes] must be greater than 1.
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</member>
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<member name="hframes" type="int" setter="set_hframes" getter="get_hframes" default="1">
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The number of columns in the sprite sheet.
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</member>
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<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)">
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The texture's drawing offset.
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</member>
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<member name="region_enabled" type="bool" setter="set_region_enabled" getter="is_region_enabled" default="false">
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If [code]true[/code], texture is cut from a larger atlas texture. See [member region_rect].
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</member>
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<member name="region_filter_clip_enabled" type="bool" setter="set_region_filter_clip_enabled" getter="is_region_filter_clip_enabled" default="false">
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If [code]true[/code], the outermost pixels get blurred out. [member region_enabled] must be [code]true[/code].
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</member>
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<member name="region_rect" type="Rect2" setter="set_region_rect" getter="get_region_rect" default="Rect2(0, 0, 0, 0)">
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The region of the atlas texture to display. [member region_enabled] must be [code]true[/code].
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</member>
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<member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
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[Texture2D] object to draw.
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</member>
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<member name="vframes" type="int" setter="set_vframes" getter="get_vframes" default="1">
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The number of rows in the sprite sheet.
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</member>
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</members>
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<signals>
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<signal name="frame_changed">
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<description>
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Emitted when the [member frame] changes.
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</description>
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</signal>
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<signal name="texture_changed">
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<description>
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Emitted when the [member texture] changes.
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</description>
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</signal>
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</signals>
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</class>
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