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  • EXPLORE
  • LEARN
  • LOGIN
  • Introduction
  • Game
  • Start-loop
  • Objects
  • Sprites
  • Animation
  • Sounds
  • Rooms
  • Input
  • Collision
  • Functions
  • Camera
  • Fps
  • Text
  • Graphics
  • Filters
  • Multiplayer
  • Ai

PixelPAD 2D - sprites

sprite(name: str[, rows: int, cols: int]) -> sprite

Example
Description
Loads a sprite asset.
Parameters
name
The name of a sprite to load, as a string.

rows
If the sprite asset is a sprite sheet, the number of rows in the sprite sheet. Default: 1

cols
If the sprite asset is a sprite sheet, the number of columns in the sprite sheet. Default: 1

Return
A sprite, which can be assigned to an object.

get_bounds(obj: gameobject) -> dict

Example
Description
Get the bounds of an object. Bounds uses the sprite assigned to the object and considers the angle, scale, x and y position of the object
Parameters
obj
The object to check the bounds for

Return
Returns a dictionary with keys: topLeft, topRight, bottomLeft, bottomRight with its corresponding values.

get_width(obj: gameobject) -> int || get_height(obj: gameobject) -> int

Example
Description
gets the width or height of an object with a sprite assigned. This will consider scaleX and scaleY but does not consider the angle of the object.
Parameters
obj
The object to check the bounds for

Return
get_width() returns the width of the object in pixels. get_height() returns the height of the object in pixels.

Sprites

Sprites are pictures. In PixelPAD, every object has a sprite assigned to it that says how the object looks in the project. A sprite is ultimately just an image file uploaded from your computer. You can add one by using the green plus sign (+) on the ASSETS sidebar. To load a sprite from within a script, use the new_sprite function.

Every GameObject class contains a variable called “sprite”. All we have to do is set the variable to the image you want and the PixelPAD2D engine handles it from there. Check out the method new_sprite as it gives essential examples.
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