Struct gdnative_bindings_lily::Sprite [−][src]
pub struct Sprite { /* fields omitted */ }
Expand description
core class Sprite
inherits Node2D
(unsafe).
Official documentation
See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.
Memory management
Non reference counted objects such as the ones of this type are usually owned by the engine.
Sprite
is a reference-only type. Persistent references can
only exist in the unsafe Ref<Sprite>
form.
In the cases where Rust code owns an object of this type, for example if the object was just
created on the Rust side and not passed to the engine yet, ownership should be either given
to the engine or the object must be manually destroyed using Ref::free
, or Ref::queue_free
if it is a Node
.
Class hierarchy
Sprite inherits methods from:
Safety
All types in the Godot API have “interior mutability” in Rust parlance.
To enforce that the official thread-safety guidelines are
followed, the typestate pattern is used in the Ref
and TRef
smart pointers,
and the Instance
API. The typestate Access
in these types tracks whether the
access is unique, shared, or exclusive to the current thread. For more information,
see the type-level documentation on Ref
.
Implementations
Creates a new instance of this object.
Because this type is not reference counted, the lifetime of the returned object is not automatically managed.
Immediately after creation, the object is owned by the caller, and can be
passed to the engine (in which case the engine will be responsible for
destroying the object) or destroyed manually using Ref::free
, or preferably
Ref::queue_free
if it is a Node
.
Current frame to display from sprite sheet. [member vframes] or [member hframes] must be greater than 1.
Coordinates of the frame to display from sprite sheet. This is as an alias for the [member frame] property. [member vframes] or [member hframes] must be greater than 1.
The normal map gives depth to the Sprite. Note: Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
Sample code is GDScript unless otherwise noted.
Returns a Rect2 representing the Sprite’s boundary in local coordinates. Can be used to detect if the Sprite was clicked. Example:
func _input(event):
if event is InputEventMouseButton and event.pressed and event.button_index == BUTTON_LEFT:
if get_rect().has_point(to_local(event.position)):
print("A click!")
The region of the atlas texture to display. [member region_enabled] must be true
.
If true
, texture is centered.
If true
, texture is flipped horizontally.
If true
, texture is flipped vertically.
Returns true
, if the pixel at the given position is opaque and false
in other case.
Note: It also returns false
, if the sprite’s texture is null
or if the given position is invalid.
If true
, texture is cut from a larger atlas texture. See [member region_rect].
If true
, the outermost pixels get blurred out.
If true
, texture is centered.
If true
, texture is flipped horizontally.
If true
, texture is flipped vertically.
Current frame to display from sprite sheet. [member vframes] or [member hframes] must be greater than 1.
Coordinates of the frame to display from sprite sheet. This is as an alias for the [member frame] property. [member vframes] or [member hframes] must be greater than 1.
The number of columns in the sprite sheet.
The normal map gives depth to the Sprite. Note: Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
The texture’s drawing offset.
If true
, texture is cut from a larger atlas texture. See [member region_rect].
If true
, the outermost pixels get blurred out.
The region of the atlas texture to display. [member region_enabled] must be true
.
Texture object to draw.
The number of rows in the sprite sheet.
Methods from Deref<Target = Node2D>
Multiplies the current scale by the ratio
vector.
Returns the angle between the node and the point
in radians.
Global position.
Global rotation in radians.
Global rotation in degrees.
Global scale.
Returns the Transform2D relative to this node’s parent.
Rotation in degrees, relative to the node’s parent.
Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others.
Adds the offset
vector to the node’s global position.
If true
, the node’s Z index is relative to its parent’s Z index. If this node’s Z index is 2 and its parent’s effective Z index is 3, then this node’s effective Z index will be 2 + 3 = 5.
Rotates the node so it points towards the point
, which is expected to use global coordinates.
Applies a local translation on the node’s X axis based on the [method Node._process]’s delta
. If scaled
is false
, normalizes the movement.
Default Arguments
scaled
-false
Applies a local translation on the node’s Y axis based on the [method Node._process]’s delta
. If scaled
is false
, normalizes the movement.
Default Arguments
scaled
-false
Applies a rotation to the node, in radians, starting from its current rotation.
Global position.
Global rotation in radians.
Global rotation in degrees.
Global scale.
Global Transform2D.
Position, relative to the node’s parent.
Rotation in radians, relative to the node’s parent.
Rotation in degrees, relative to the node’s parent.
Local Transform2D.
If true
, the node’s Z index is relative to its parent’s Z index. If this node’s Z index is 2 and its parent’s effective Z index is 3, then this node’s effective Z index will be 2 + 3 = 5.
Z index. Controls the order in which the nodes render. A node with a higher Z index will display in front of others.
Transforms the provided local position into a position in global coordinate space. The input is expected to be local relative to the Node2D it is called on. e.g. Applying this method to the positions of child nodes will correctly transform their positions into the global coordinate space, but applying it to a node’s own position will give an incorrect result, as it will incorporate the node’s own transformation into its global position.
Transforms the provided global position into a position in local coordinate space. The output will be local relative to the Node2D it is called on. e.g. It is appropriate for determining the positions of child nodes, but it is not appropriate for determining its own position relative to its parent.
Trait Implementations
type RefKind = ManuallyManaged
type RefKind = ManuallyManaged
Creates an explicitly null reference of Self
as a method argument. This makes type
inference easier for the compiler compared to Option
. Read more
Creates a new instance of Self
using a zero-argument constructor, as a Unique
reference. Read more
Performs a dynamic reference downcast to target type. Read more
Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more
Creates a persistent reference to the same Godot object with shared thread access. Read more
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
unsafe fn assume_thread_local(&self) -> Ref<Self, ThreadLocal> where
Self: GodotObject<RefKind = RefCounted>,
Creates a persistent reference to the same Godot object with thread-local thread access. Read more
Creates a persistent reference to the same Godot object with unique access. Read more
Recovers a instance ID previously returned by Object::get_instance_id
if the object is
still alive. See also TRef::try_from_instance_id
. Read more
Auto Trait Implementations
impl RefUnwindSafe for Sprite
impl UnwindSafe for Sprite