A Sprite component is a simple image or flipbook animation that is displayed on screen.


The Sprite component can use either an Atlas or a Tile Source for it’s graphics.

Sprite properties

Apart from the properties Id, Position and Rotation the following component specific properties exist:

The atlas or tilesource resource to use for the sprite.
The animation to use for the sprite.
The material to use for rendering the sprite.
Blend Mode
The blend mode to use when rendering the sprite.

Blend modes

The Blend Mode property defines how the component graphics should be blended with the graphics behind it. These are the available blend modes and how they are calculated:

Normal blending: src.a * src.rgb + (1 - src.a) * dst.rgb
Brighten the background with the color values of the corresponding pixels of the component: src.rgb + dst.rgb
Darken the background with values of the the corresponding pixels of the component: src.rgb * dst.rgb

Runtime manipulation

You can manipulate sprites in runtime through a number of different functions and properties (refer to the API docs for usage). Functions:

  • sprite.play_flipbook() - Play an animation on a sprite component.
  • sprite.set_hflip() and sprite.set_vflip() - Set horizontal and vertical flipping on a sprite’s animation.

A sprite also has a number of different properties that can be manipulated using go.get() and go.set():

The normalized animation cursor (number).
The sprite image (hash). You can change this using an atlas or tile source resource property and go.set(). Refer to the API reference for an example.
The sprite material (hash). You can change this using a material resource property and go.set(). Refer to the API reference for an example.
The animation playback rate (number).
The non-uniform scale of the sprite (vector3).
The size of the sprite (vector3) (READ ONLY).

Material constants

The default sprite material has the following constants that can be changed using go.set() or go.animate() (refer to the Material manual for more details). Examples:

go.set("#sprite", "tint", vmath.vector4(1,0,0,1))
go.animate("#sprite", "tint", go.PLAYBACK_LOOP_PINGPONG, vmath.vector4(1,0,0,1), go.EASING_LINEAR, 2)
The color tint of the sprite (vector4). The vector4 is used to represent the tint with x, y, z, and w corresponding to the red, green, blue and alpha tint.

Project configuration

The game.project file has a few project settings related to sprites.