Sprite
Jump to navigation
Jump to search
Sprite
is a built-in class in the Mini Micro API. It represents an image which can be added to a SpriteDisplay, enabling it to be drawn to the screen very efficiently while also being scaled, rotated, or tinted, and layered consistently with other sprites and the surrounding displays.
Methods and properties used with Sprite objects
Use these methods on Sprite instances, created with new Sprite
.
Method or Property | Purpose |
---|---|
Sprite.image | image displayed by the sprite |
Sprite.x | horizontal position of the sprite |
Sprite.y | vertical position of the sprite |
Sprite.scale | sprite scale (default 1.0) |
Sprite.rotation | sprite rotation (degrees counter-clockwise) |
Sprite.tint | tint color (defaults to white) |
Sprite.localBounds | stores the local bounds of the sprite |
Sprite.worldBounds | computes world bounds from local bounds and current position |
Sprite.contains(x, y) | return whether the sprite contains the given world point |
Sprite.overlaps(other) | return whether this sprite is touching another sprite or Bounds |
Usage Notes (Soda)
In Soda there is currently only one, implicit, Display. So to add sprites to this display, push them onto a global list called sprites
.
Example
This example creates a sprite, loads it into display 4 (which by default is a SpriteDisplay), and rotates it through 360 degrees.
spr = new Sprite
spr.image = file.loadImage("/sys/pics/Wumpus.png")
display(4).sprites.push spr
spr.x = 480
spr.y = 320
for r in range(0,360)
spr.rotation = r
yield
end for
See also: How to detect a click on a sprite