Type

DrawSpriteOpt

: RenderProps & {

sprite

: string | SpriteData | Asset<SpriteData>

The sprite name in the asset manager, or the raw sprite data.

frame

?: number

If the sprite is loaded with multiple frames, or sliced, use the frame option to specify which frame to draw.

width

?: number

Width of sprite. If height is not specified it'll stretch with aspect ratio. If tiled is set to true it'll tiled to the specified width horizontally.

height

?: number

Height of sprite. If width is not specified it'll stretch with aspect ratio. If tiled is set to true it'll tiled to the specified width vertically.

tiled

?: boolean

When set to true, width and height will not scale the sprite but instead render multiple tiled copies of them until the specified width and height. Useful for background texture pattern etc.

flipX

?: boolean

If flip the texture horizontally.

flipY

?: boolean

If flip the texture vertically.

quad

?: Quad

The sub-area to render from the texture, by default it'll render the whole quad(0, 0, 1, 1)

anchor

?: Anchor | Vec2

The anchor point, or the pivot point. Default to "topleft".

pos

?: Vec2

The position

}

How the sprite should look like.

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Layer

Miscalenous