DrawSpriteOpt: RenderProps & sprite: string | SpriteData | Asset
The sprite name in the asset manager, or the raw sprite data.
frame?: number
If the sprite is loaded with multiple frames, or sliced, use the frame option to specify which frame to draw.
width?: number
Width of sprite. If `height` is not specified it'll stretch with aspect ratio. If `tiled` is set to true it'll tiled to the specified width horizontally.
height?: number
Height of sprite. If `width` is not specified it'll stretch with aspect ratio. If `tiled` is set to true it'll tiled to the specified width vertically.
tiled?: boolean
When set to true, `width` and `height` will not scale the sprite but instead render multiple tiled copies of them until the specified width and height. Useful for background texture pattern etc.
flipX?: boolean
If flip the texture horizontally.
flipY?: boolean
If flip the texture vertically.
quad?: Quad
The sub-area to render from the texture, by default it'll render the whole `quad(0, 0, 1, 1)`
anchor?: Anchor | Vec2
The anchor point, or the pivot point. Default to "topleft".
pos?: Vec2
The position
sprite: string | SpriteData | Asset
The sprite name in the asset manager, or the raw sprite data.
frame?: number
If the sprite is loaded with multiple frames, or sliced, use the frame option to specify which frame to draw.
width?: number
Width of sprite. If `height` is not specified it'll stretch with aspect ratio. If `tiled` is set to true it'll tiled to the specified width horizontally.
height?: number
Height of sprite. If `width` is not specified it'll stretch with aspect ratio. If `tiled` is set to true it'll tiled to the specified width vertically.
tiled?: boolean
When set to true, `width` and `height` will not scale the sprite but instead render multiple tiled copies of them until the specified width and height. Useful for background texture pattern etc.
flipX?: boolean
If flip the texture horizontally.
flipY?: boolean
If flip the texture vertically.
quad?: Quad
The sub-area to render from the texture, by default it'll render the whole `quad(0, 0, 1, 1)`
anchor?: Anchor | Vec2
The anchor point, or the pivot point. Default to "topleft".
pos?: Vec2
The position
How the sprite should look like.