Sprite

sfml.graphics.Sprite
See theSprite companion object
trait Sprite(using ctor: ctor) extends Transformable, Drawable

Drawable representation of a texture, with its own transformations, color, etc.

Sprite is a drawable class that allows to easily display a texture (or a part of it) on a render target.

It inherits all the functions from Transformable: position, rotation, scale, origin. It also adds sprite-specific properties such as the texture to use, the part of it to display, and some convenience functions to change the overall color of the sprite, or to get its bounding rectangle.

Sprite works in combination with the Texture class, which loads and provides the pixel data of a given texture.

The separation of Sprite and Texture allows more flexibility and better performances: indeed a Texture is a heavy resource, and any operation on it is slow (often too slow for real-time applications). On the other side, a Sprite is a lightweight object which can use the pixel data of a Texture and draw it with its own transformation/color/blending attributes.

It is important to note that the Sprite instance doesn't copy the texture that it uses, it only keeps a reference to it. Thus, a Texture must not be destroyed while it is used by a Sprite (i.e. never write a function that uses a local Texture instance for creating a sprite).

See also the note on coordinates and undistorted rendering in Transformable.

import sfml.window.VideoMode

val window: RenderWindow = ???

val texture = Texture()
texture.loadFromFile("texture.png")

val sprite = Sprite()
sprite.texture = texture
sprite.textureRect = Rect(10, 10, 50, 30)
sprite.color = Color(255, 255, 255, 200)
sprite.position = (100, 25)

window.draw(sprite)

Attributes

See also
Companion
object
Graph
Supertypes
trait Drawable
class Object
trait Matchable
class Any

Members list

Value members

Concrete methods

Get the global color of the sprite.

Get the global color of the sprite.

Attributes

Returns

Global color of the sprite

See also
def color_=(color: Immutable[Color]): Unit

Set the global color of the sprite.

Set the global color of the sprite.

This color is modulated (multiplied) with the sprite's texture. It can be used to colorize the sprite, or change its global opacity. By default, the sprite's color is opaque white.

Value parameters

color

New color of the sprite

Attributes

See also
override def draw(target: RenderTarget, states: RenderStates): Unit

Draw the object to a render target.

Draw the object to a render target.

This is a function that has to be implemented by the derived class to define how the drawable should be drawn.

Value parameters

states

Current render states

target

Render target to draw to

Attributes

Definition Classes
def globalBounds: Immutable[Rect[Float]]

Get the global bounding rectangle of the entity.

Get the global bounding rectangle of the entity.

The returned rectangle is in global coordinates, which means that it takes into account the transformations (translation, rotation, scale, ...) that are applied to the entity. In other words, this function returns the bounds of the sprite in the global 2D world's coordinate system.

Attributes

Returns

Global bounding rectangle of the entity

def localBounds: Immutable[Rect[Float]]

Get the local bounding rectangle of the entity.

Get the local bounding rectangle of the entity.

The returned rectangle is in local coordinates, which means that it ignores the transformations (translation, rotation, scale, ...) that are applied to the entity. In other words, this function returns the bounds of the entity in the entity's coordinate system.

Attributes

Returns

Local bounding rectangle of the entity

def texture: Unit

Get the sub-rectangle of the texture displayed by the sprite.

Get the sub-rectangle of the texture displayed by the sprite.

Attributes

Returns

Texture rectangle of the sprite

See also
def textureRect_=(rectangle: Immutable[Rect[Int]]): Unit

Set the sub-rectangle of the texture that the sprite will display.

Set the sub-rectangle of the texture that the sprite will display.

The texture rect is useful when you don't want to display the whole texture, but rather a part of it. By default, the texture rect covers the entire texture.

Value parameters

rectangle

Rectangle defining the region of the texture to display

Attributes

See also
def texture_=(texture: Immutable[Texture], resetRect: Boolean): Unit

Change the source texture of the sprite.

Change the source texture of the sprite.

The texture argument refers to a texture that must exist as long as the sprite uses it. Indeed, the sprite doesn't store its own copy of the texture, but rather keeps a pointer to the one that you passed to this function. If the source texture is destroyed and the sprite tries to use it, the behavior is undefined. If resetRect is true, the TextureRect property of the sprite is automatically adjusted to the size of the new texture. If it is false, the texture rect is left unchanged.

Value parameters

resetRect

Should the texture rect be reset to the size of the new texture?

texture

New texture

Attributes

See also

Inherited methods

get the inverse of the combined transform of the object

get the inverse of the combined transform of the object

Attributes

Returns

Inverse of the combined transformations applied to the object

See also
Inherited from:
Transformable
def move(offset: Vector2[Float]): Unit

Move the object by a given offset.

Move the object by a given offset.

This function adds to the current position of the object, unlike setPosition which overwrites it. Thus, it is equivalent to the following code:

import sfml.system.Vector2

val obj: Transformable = ???
val offset: Vector2[Float] = ???

obj.position = obj.position + offset

Value parameters

offset

Offset

Attributes

See also
Inherited from:
Transformable
def move(offsetX: Float, offsetY: Float): Unit

Move the object by a given offset.

Move the object by a given offset.

This function adds to the current position of the object, unlike position_= which overwrites it. Thus, it is equivalent to the following code:

import sfml.system.Vector2

val obj: Transformable = ???
val offsetX, offsetY: Float = ???

val pos: Vector2[Float] = obj.position
obj.position = (pos.x + offsetX, pos.y + offsetY)

Value parameters

offsetX

X offset

offsetY

Y offset

Attributes

See also
Inherited from:
Transformable
def origin: Vector2[Float]

get the local origin of the object

get the local origin of the object

Attributes

Returns

Current origin

See also
Inherited from:
Transformable
def origin_=(origin: Vector2[Float]): Unit

set the local origin of the object

set the local origin of the object

The origin of an object defines the center point for all transformations (position, scale, rotation). The coordinates of this point must be relative to the top-left corner of the object, and ignore all transformations (position, scale, rotation). The default origin of a transformable object is (0, 0).

Value parameters

origin

New origin

Attributes

See also
Inherited from:
Transformable
def origin_=(x: Float, y: Float): Unit

set the local origin of the object

set the local origin of the object

The origin of an object defines the center point for all transformations (position, scale, rotation). The coordinates of this point must be relative to the top-left corner of the object, and ignore all transformations (position, scale, rotation). The default origin of a transformable object is (0, 0).

Value parameters

x

X coordinate of the new origin

y

Y coordinate of the new origin

Attributes

See also
Inherited from:
Transformable
def position: Vector2[Float]

get the position of the object

get the position of the object

Attributes

Returns

Current position

See also
Inherited from:
Transformable
def position_=(position: Vector2[Float]): Unit

set the position of the object

set the position of the object

This function completely overwrites the previous position. See the move function to apply an offset based on the previous position instead. The default position of a transformable object is (0, 0).

Value parameters

position

New position

Attributes

See also
Inherited from:
Transformable
def position_=(x: Float, y: Float): Unit

set the position of the object

set the position of the object

This function completely overwrites the previous position. See the move function to apply an offset based on the previous position instead. The default position of a transformable object is (0, 0).

Value parameters

x

X coordinate of the new position

y

Y coordinate of the new position

Attributes

See also
Inherited from:
Transformable
def rotate(angle: Float): Unit

Rotate the object.

Rotate the object.

This function adds to the current rotation of the object, unlike setRotation which overwrites it. Thus, it is equivalent to the following code:

val obj: Transformable = ???
val angle: Float = ???

obj.rotation = obj.rotation + angle

Value parameters

angle

Angle of rotation, in degrees

Attributes

Inherited from:
Transformable
def rotation: Float

get the orientation of the object

get the orientation of the object

The rotation is always in the range [0, 360].

Attributes

Returns

Current rotation, in degrees

See also
Inherited from:
Transformable
def rotation_=(angle: Float): Unit

set the orientation of the object

set the orientation of the object

This function completely overwrites the previous rotation. See the rotate function to add an angle based on the previous rotation instead. The default rotation of a transformable object is 0.

Value parameters

angle

New rotation, in degrees

Attributes

See also
Inherited from:
Transformable
def scale: Vector2[Float]

get the current scale of the object

get the current scale of the object

Attributes

Returns

Current scale factors

See also
Inherited from:
Transformable
def scale(factor: Vector2[Float]): Unit

Scale the object.

Scale the object.

This function multiplies the current scale of the object, unlike setScale which overwrites it. Thus, it is equivalent to the following code:

import sfml.system.Vector2

val obj: Transformable = ???
val factor: Vector2[Float] = ???

val scale: Vector2[Float] = obj.scale
obj.scale = (scale.x * factor.x, scale.y * factor.y)

Value parameters

factor

Scale factors

Attributes

See also
Inherited from:
Transformable
def scale(factorX: Float, factorY: Float): Unit

Scale the object.

Scale the object.

This function multiplies the current scale of the object, unlike setScale which overwrites it. Thus, it is equivalent to the following code:

import sfml.system.Vector2

val obj: Transformable = ???
val factorX, factorY: Float = ???

val scale: Vector2[Float] = obj.scale
obj.scale = (scale.x + factorX, scale.y + factorY)

Value parameters

factorX

Horizontal scale factor

factorY

Vertical scale factor

Attributes

See also
Inherited from:
Transformable
def scale_=(factors: Vector2[Float]): Unit

set the scale factors of the object

set the scale factors of the object

This function completely overwrites the previous scale. See the scale function to add a factor based on the previous scale instead. The default scale of a transformable object is (1, 1).

Value parameters

factors

New scale factors

Attributes

See also
Inherited from:
Transformable
def scale_=(x: Float, y: Float): Unit

set the scale factors of the object

set the scale factors of the object

This function completely overwrites the previous scale. See the scale function to add a factor based on the previous scale instead. The default scale of a transformable object is (1, 1).

Value parameters

factorX

New horizontal scale factor

factorY

New vertical scale factor

Attributes

See also
Inherited from:
Transformable

get the combined transform of the object

get the combined transform of the object

Attributes

Returns

Transform combining the position/rotation/scale/origin of the object

See also
Inherited from:
Transformable