<?xml version="1.0" encoding="UTF-8" ?>
<class name="Sprite2D" inherits="Node2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		General-purpose sprite node.
	</brief_description>
	<description>
		A node that displays a 2D texture. The texture displayed can be a region from a larger atlas texture, or a frame from a sprite sheet animation.
	</description>
	<tutorials>
		<link title="Instancing Demo">https://godotengine.org/asset-library/asset/2716</link>
	</tutorials>
	<methods>
		<method name="get_rect" qualifiers="const">
			<return type="Rect2" />
			<description>
				Returns a [Rect2] representing the Sprite2D's boundary in local coordinates.
				[b]Example:[/b] Detect if the Sprite2D was clicked:
				[codeblocks]
				[gdscript]
				func _input(event):
					if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
						if get_rect().has_point(to_local(event.position)):
							print("A click!")
				[/gdscript]
				[csharp]
				public override void _Input(InputEvent @event)
				{
					if (@event is InputEventMouseButton inputEventMouse)
					{
						if (inputEventMouse.Pressed &amp;&amp; inputEventMouse.ButtonIndex == MouseButton.Left)
						{
							if (GetRect().HasPoint(ToLocal(inputEventMouse.Position)))
							{
								GD.Print("A click!");
							}
						}
					}
				}
				[/csharp]
				[/codeblocks]
			</description>
		</method>
		<method name="is_pixel_opaque" qualifiers="const">
			<return type="bool" />
			<param index="0" name="pos" type="Vector2" />
			<description>
				Returns [code]true[/code] if the pixel at the given position is opaque, [code]false[/code] otherwise. Also returns [code]false[/code] if the given position is out of bounds or this sprite's [member texture] is [code]null[/code]. [param pos] is in local coordinates.
			</description>
		</method>
	</methods>
	<members>
		<member name="centered" type="bool" setter="set_centered" getter="is_centered" default="true">
			If [code]true[/code], texture is centered.
			[b]Note:[/b] For games with a pixel art aesthetic, textures may appear deformed when centered. This is caused by their position being between pixels. To prevent this, set this property to [code]false[/code], or consider enabling [member ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel] and [member ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel].
		</member>
		<member name="flip_h" type="bool" setter="set_flip_h" getter="is_flipped_h" default="false">
			If [code]true[/code], texture is flipped horizontally.
		</member>
		<member name="flip_v" type="bool" setter="set_flip_v" getter="is_flipped_v" default="false">
			If [code]true[/code], texture is flipped vertically.
		</member>
		<member name="frame" type="int" setter="set_frame" getter="get_frame" default="0">
			Current frame to display from sprite sheet. [member hframes] or [member vframes] must be greater than 1. This property is automatically adjusted when [member hframes] or [member vframes] are changed to keep pointing to the same visual frame (same column and row). If that's impossible, this value is reset to [code]0[/code].
		</member>
		<member name="frame_coords" type="Vector2i" setter="set_frame_coords" getter="get_frame_coords" default="Vector2i(0, 0)">
			Coordinates of the frame to display from sprite sheet. This is as an alias for the [member frame] property. [member hframes] or [member vframes] must be greater than 1.
		</member>
		<member name="hframes" type="int" setter="set_hframes" getter="get_hframes" default="1">
			The number of columns in the sprite sheet. When this property is changed, [member frame] is adjusted so that the same visual frame is maintained (same row and column). If that's impossible, [member frame] is reset to [code]0[/code].
		</member>
		<member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)">
			The texture's drawing offset.
			[b]Note:[/b] When you increase [member offset].y in Sprite2D, the sprite moves downward on screen (i.e., +Y is down).
		</member>
		<member name="region_enabled" type="bool" setter="set_region_enabled" getter="is_region_enabled" default="false">
			If [code]true[/code], texture is cut from a larger atlas texture. See [member region_rect].
			[b]Note:[/b] When using a custom [Shader] on a [Sprite2D], the [code]UV[/code] shader built-in will refer to the entire texture space. Use the [code]REGION_RECT[/code] built-in to get the currently visible region defined in [member region_rect] instead. See [url=$DOCS_URL/tutorials/shaders/shader_reference/canvas_item_shader.html]CanvasItem shaders[/url] for details.
		</member>
		<member name="region_filter_clip_enabled" type="bool" setter="set_region_filter_clip_enabled" getter="is_region_filter_clip_enabled" default="false">
			If [code]true[/code], the area outside of the [member region_rect] is clipped to avoid bleeding of the surrounding texture pixels. [member region_enabled] must be [code]true[/code].
		</member>
		<member name="region_rect" type="Rect2" setter="set_region_rect" getter="get_region_rect" default="Rect2(0, 0, 0, 0)">
			The region of the atlas texture to display. [member region_enabled] must be [code]true[/code].
		</member>
		<member name="texture" type="Texture2D" setter="set_texture" getter="get_texture">
			[Texture2D] object to draw.
		</member>
		<member name="vframes" type="int" setter="set_vframes" getter="get_vframes" default="1">
			The number of rows in the sprite sheet. When this property is changed, [member frame] is adjusted so that the same visual frame is maintained (same row and column). If that's impossible, [member frame] is reset to [code]0[/code].
		</member>
	</members>
	<signals>
		<signal name="frame_changed">
			<description>
				Emitted when the [member frame] changes.
			</description>
		</signal>
		<signal name="texture_changed">
			<description>
				Emitted when the [member texture] changes.
			</description>
		</signal>
	</signals>
</class>
