blend? |
"alpha" | "additive" | SpriteBlendMode | "cutout" |
SpriteBlendMode.Cutout |
How its pixels draw over what is behind it. |
blobShadow? |
boolean | SpriteBlobShadow |
false |
An ellipse under the feet, the blob shadow every sprite game draws, since a flat quad casts no shadow worth having. |
castShadow? |
boolean | SpriteShadowCasting | "self" | "proxy" |
false |
Casts into the sun’s shadow map, beside the blobShadow under its feet, which still draws: true casts through a proxy turned to the light, SpriteShadowCasting.Self the quad the camera sees. A sprite casts in the sun’s two live cascades, not its far map. |
flash? |
SpriteFlash |
undefined |
A hit flash mixed over the frame, started each time its plays rises. |
flipX? |
boolean |
false |
Mirrors the frame about its pivot, Unity’s flipX and Godot’s flip_h, so a character walking left keeps its feet where they were. |
flipY? |
boolean |
false |
- |
lean? |
number | BillboardLeanOptions |
{ view: 1, shadow: 0 } |
How far a sprite facing the camera leans back: a share of the camera’s pitch, from 0, standing upright, to 1, square to the view, and in the shadow pass a share of the light’s elevation the proxy leans back. A number sets the view’s share alone. A sprite lying flat on the 2D plane takes none. |
lit? |
boolean | SpriteLightingOptions |
false |
Lit by the scene’s lights with a bent normal and wrap, so a sprite stands in the sun and the shade as the ground around it does, taking the look’s fog: true for the reference’s values, or the values to change. Unlit, the art’s colours draw as painted. |
onClipEnd? |
(clip) => void |
undefined |
As a one-shot ends without holding, or a Once loop ends. |
onFrameChange? |
(frame) => void |
undefined |
Each time the frame it shows changes, on the page that draws it, for a footstep sound. |
opacity? |
number |
1 |
From 1, whole, to 0, gone. A cut out sprite fades through a 4 by 4 ordered dither, so a fading sprite still writes depth and casts its shadow; a blended one fades by its alpha. |
pivot? |
SpritePivotOption |
undefined |
Where the entity’s origin sits on the frame: a SpritePivot, or fractions from the frame’s bottom left. Left out, the frame’s own pivot where the file has one, else SpritePivot.BottomCenter, the feet a character stands on. |
receiveShadow? |
boolean |
true when lit |
Takes the shadows other things cast. Only a lit sprite takes light, so only a lit one takes shadow. |
sheet |
SpriteSheet<Clip> |
undefined |
The sheet it draws, which defineSpriteSheet declared. |
sortingLayer? |
number |
0 |
A whole number from −4 to 3 that draws over every lower layer whatever the feet say, as a roof over the characters under it. |
sortingOrder? |
number |
0 |
A whole number from −64 to 63 within the layer, ahead of the feet, the range a tile layer takes too. |
speed? |
number |
1 |
The loop’s play rate, Godot’s speed_scale: a change carries on from the frame it stands at. A playClip one-shot keeps its own speed. |
tint? |
ColorRepresentation |
white |
A colour multiplied into the frame, Unity’s and Phaser’s color and tint. |
upright? |
boolean |
false |
Stands on the ground plane facing the camera, about its feet, for a tilted 2.5D look, as Godot’s Sprite3D billboard. Under a 3D camera every sprite faces the camera so. |