Factorio Prototype DocsVersion 2.0.42

SpriteParameters :: struct - abstract

Inherits from SpriteSource
Children

Properties

priority optional :: SpritePriority
flags optional :: SpriteFlags
shift optional :: Vector

The shift in tiles. [...]

The shift in tiles. [...]

rotate_shift optional :: boolean

Whether to rotate the shift alongside the sprite's rotation. [...]

Whether to rotate the shift alongside the sprite's rotation. [...]

apply_special_effect optional :: boolean
scale optional :: double

Values other than 1 specify the scale of the sprite on default zoom. [...]

Values other than 1 specify the scale of the sprite on default zoom. [...]

draw_as_shadow optional :: boolean

Only one of draw_as_shadow, draw_as_glow and draw_as_light can be true. [...]

Only one of draw_as_shadow, draw_as_glow and draw_as_light can be true. [...]

draw_as_glow optional :: boolean

Only one of draw_as_shadow, draw_as_glow and draw_as_light can be true. [...]

Only one of draw_as_shadow, draw_as_glow and draw_as_light can be true. [...]

draw_as_light optional :: boolean

Only one of draw_as_shadow, draw_as_glow and draw_as_light can be true.

Only one of draw_as_shadow, draw_as_glow and draw_as_light can be true.

mipmap_count optional :: uint8

Only loaded if this is an icon, that is it has the flag "group=icon" or "group=gui". [...]

Only loaded if this is an icon, that is it has the flag "group=icon" or "group=gui". [...]

apply_runtime_tint optional :: boolean
tint_as_overlay optional :: boolean
invert_colors optional :: boolean
tint optional :: Color
blend_mode optional :: BlendMode
generate_sdf optional :: boolean

This property is only used by sprites used in UtilitySprites that have the "icon" flag set. [...]

This property is only used by sprites used in UtilitySprites that have the "icon" flag set. [...]

surface optional :: SpriteUsageSurfaceHint

Provides hint to sprite atlas system, so it can try to put sprites that are intended to be used at the same locations to the same sprite atlas.

Provides hint to sprite atlas system, so it can try to put sprites that are intended to be used at the same locations to the same sprite atlas.

usage optional :: SpriteUsageHint

Provides hint to sprite atlas system, so it can pack sprites that are related to each other to the same sprite atlas.

Provides hint to sprite atlas system, so it can pack sprites that are related to each other to the same sprite atlas.

Inherited from SpriteSource
filename :: FileName

The path to the sprite file to use.

The path to the sprite file to use.

size optional :: SpriteSizeType or {SpriteSizeType, SpriteSizeType}

The width and height of the sprite. [...]

The width and height of the sprite. [...]

width optional :: SpriteSizeType

Mandatory if size is not defined. [...]

Mandatory if size is not defined. [...]

height optional :: SpriteSizeType

Mandatory if size is not defined. [...]

Mandatory if size is not defined. [...]

x optional :: SpriteSizeType

Horizontal position of the sprite in the source file in pixels.

Horizontal position of the sprite in the source file in pixels.

y optional :: SpriteSizeType

Vertical position of the sprite in the source file in pixels.

Vertical position of the sprite in the source file in pixels.

position optional :: {SpriteSizeType, SpriteSizeType}

Loaded only when x and y are both 0. [...]

Loaded only when x and y are both 0. [...]

load_in_minimal_mode optional :: boolean

Minimal mode is entered when mod loading fails. [...]

Minimal mode is entered when mod loading fails. [...]

premul_alpha optional :: boolean

Whether alpha should be pre-multiplied.

Whether alpha should be pre-multiplied.

allow_forced_downscale optional :: boolean

If true, the sprite may be downsampled to half its size on load even when 'Sprite quality' graphics setting is set to 'High'. [...]

If true, the sprite may be downsampled to half its size on load even when 'Sprite quality' graphics setting is set to 'High'. [...]

Properties

priority :: SpritePriority optional

Default: "medium"

flags :: SpriteFlags optional

shift :: Vector optional

Default: {0, 0}

The shift 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.

rotate_shift :: boolean optional

Default: false

Whether to rotate the shift alongside the sprite's rotation. This only applies to sprites which are procedurally rotated by the game engine (like projectiles, wires, inserter hands, etc).

apply_special_effect :: boolean optional

Default: false

scale :: double optional

Default: 1

Values other than 1 specify the scale of the sprite on default zoom. A scale of 2 means that the picture will be two times bigger on screen (and thus more pixelated).

draw_as_shadow :: boolean optional

Default: false

Only one of draw_as_shadow, draw_as_glow and draw_as_light can be true. This takes precedence over draw_as_glow and draw_as_light.

draw_as_glow :: boolean optional

Default: false

Only one of draw_as_shadow, draw_as_glow and draw_as_light can be true. This takes precedence over draw_as_light.

Draws first as a normal sprite, then again as a light layer. See https://forums.factorio.com/91682.

draw_as_light :: boolean optional

Default: false

Only one of draw_as_shadow, draw_as_glow and draw_as_light can be true.

mipmap_count :: uint8 optional

Default: 0

Only loaded if this is an icon, that is it has the flag "group=icon" or "group=gui". Will be clamped to range [0, 5].

apply_runtime_tint :: boolean optional

Default: false

tint_as_overlay :: boolean optional

Default: false

invert_colors :: boolean optional

Default: false

tint :: Color optional

Default: {r=1, g=1, b=1, a=1}

blend_mode :: BlendMode optional

Default: "normal"

generate_sdf :: boolean optional

Example of the icon shadow in the character modifier icon used by the steel axe researchExample of the icon shadow in the character modifier icon used by the steel axe research

Default: false

This property is only used by sprites used in UtilitySprites that have the "icon" flag set.

If this is set to true, the game will generate an icon shadow (using signed distance fields) for the sprite.

surface :: SpriteUsageSurfaceHint optional

Default: "any"

Provides hint to sprite atlas system, so it can try to put sprites that are intended to be used at the same locations to the same sprite atlas.

usage :: SpriteUsageHint optional

Default: "any"

Provides hint to sprite atlas system, so it can pack sprites that are related to each other to the same sprite atlas.

Prototypes

Types

Defines