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Components · v1.0.0

SpriteRenderer

Vaelis 1.0.0 SpriteRenderer component reference: fields, script API, behavior and examples.

View as Markdownllms.txt
ScopeThis page documents the SpriteRenderer component in Vaelis 1.0.0. Runtime fields are serialized scene data; the Script API section lists only members intentionally exposed to game scripts.
Where to find it in the editorInspector → Add Component → Sprite Renderer; choose or import sprites from bottom Project → Sprites, then assign the Sprite Renderer sprite.

#What it does

Draw a 2D texture sprite for an entity.

Component setup & editor toolsIn the Inspector, use the SpriteRenderer section to choose the sprite, then use its visual fields and the Scene viewport to verify the result.

#How to add and use SpriteRenderer

Editor path: Select the target entity in the Hierarchy (left side) → look at the Inspector (right side) → click Add Component at the bottom of the Inspector → search for SpriteRenderer → click the component row. The Add Component picker is a centered modal with a search box; it only lists components not already attached.

For components with a dedicated editor tool, the tool is opened or activated from the location described below. Do not assume that adding the component alone activates its editor; some systems require a separate window, panel, or viewport tool.

#Component setup & editor tools

  • Inspector → SpriteRenderer → sprite field: choose the sprite asset. Use the viewport to see the result. FlipX/FlipY are visual orientation controls; color/opacity change appearance without changing the source asset.

#What you should see after adding it

The component appears as its own section in the Inspector. Its serialized settings are listed in the Component data table below. If a field is conditional, it appears only when the relevant mode/type is selected. If a field is a runtime state field (for example grounded or resolved velocity), treat it as read-only diagnostic state unless the API reference explicitly documents it as writable.

#How to read the settings

For every setting below, the documentation distinguishes type, default, meaning, and tuning direction where behavior is known. When a value represents a direction, use the engine's coordinate convention documented in Coordinate system; do not substitute Unity/Godot conventions.

#Component data

FieldTypePurposeDefault
spriteKeystring|nullAsset key for the sprite texture.null
colorhex stringTint color.#ffffff
opacitynumberOpacity multiplier.1
flipXbooleanMirror horizontally.false
flipYbooleanMirror vertically.false
referenceWidthnumber|nullOptional reference width used by rendering/layout.null
referenceHeightnumber|nullOptional reference height used by rendering/layout.null

#Tuning behavior

These are the practical direction-of-change rules for the most important controls on this component.

SettingWhat changing it does
opacity0 is invisible; 1 is fully opaque; values between are translucent.
flipX / flipYBoolean mirror. Flip X changes left/right without changing the Transform position.

#Script API

MemberKindDescription
texturePropertySprite asset key.
colorPropertyHex tint color.
flipXPropertyHorizontal mirror.
flipYPropertyVertical mirror.
opacityPropertyOpacity.

#Examples

js
this.sprite.texture = "target";
js
this.sprite.flipX = input.keyDown("ArrowLeft");
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