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Quetzy edited this page Jun 20, 2022 · 3 revisions

[!] Needs Update for 0.3.0 [!]

An 'image' element is how you draw GMS sprite assets in your UI.

NOTE: Automatically animated sprites are not currently supported :(

Required Properties

sprite

Image Properties

Property Type Default Value? Bindable? Description
sprite sprite asset name - yes This is the name of the GMS sprite asset to use for the image.
frame number 0 yes Specifies which frame of the sprite to draw, if the sprite has multiple frames.
opacity real number between 0 and 1 1 yes This is the alpha value to use when drawing the sprite.
angle number 0 yes The angle to rotate the sprite, if any.
blend_color GMS color name or RGB hex code prefixed by $ e.g. $FF0000 c_white yes The blend color to use when drawing the sprite. See the GMS documentation on blend color
center boolean, x, or y false no Whether to center vertically and/or horizontally. NOTE: To be replaced by alignment shared property
padding number or {padding definition} 0 no padding allows you to define a 'buffer zone' around the image content. For example, setting padding to 5 will put 5 pixels worth of space around all sides of the content.
ignore_sprite_origin boolean false no Setting this to true will force the sprite to draw with the top left corner of the sprite at the top left corner of the available space, ignoring any origin defined for the sprite. Useful if you want to re-use a sprite in your UI, when that sprite may have a different origin for gameplay purposes, etc.