simvx.core.animation.sprite

Sprite nodes with frame-based animation support.

Module Contents

Classes

Sprite2D

2D sprite node – renders a texture via Draw2D.draw_texture().

SpriteAnimation

Named sprite animation with frame range.

AnimatedSprite2D

Sprite with frame-based animation from sprite sheets.

API

class simvx.core.animation.sprite.Sprite2D(texture: str | None = None, position=None, rotation: float = 0.0, scale=None, colour: tuple = (1.0, 1.0, 1.0, 1.0), width: int = 0, height: int = 0, **kwargs)[source]

Bases: simvx.core.nodes_2d.node2d.Node2D

2D sprite node – renders a texture via Draw2D.draw_texture().

The texture property holds a file path; the graphics backend loads it via TextureManager and stores the GPU index in _texture_id. The draw() callback emits a textured quad through the renderer (Draw2D).

Attributes: texture: Path to the image file (PNG/JPG). colour: RGBA tint (0.0-1.0 floats). width: Display width in pixels (0 = use texture native size). height: Display height in pixels (0 = use texture native size).

Initialization

texture

‘Property(…)’

colour

‘Property(…)’

width

‘Property(…)’

height

‘Property(…)’

property texture_path: str
draw(renderer) None[source]

Emit a textured quad via the renderer (Draw2D).

to_dict() dict[source]

Serialize sprite state.

classmethod from_dict(data: dict)[source]

Deserialize sprite state.

z_index

‘Property(…)’

z_as_relative

‘Property(…)’

render_layer

‘Property(…)’

set_render_layer(index: int, enabled: bool = True) None
is_on_render_layer(index: int) bool
property absolute_z_index: int
property position: simvx.core.math.types.Vec2
property rotation: float
property rotation_degrees: float
property scale: simvx.core.math.types.Vec2
property world_position: simvx.core.math.types.Vec2
property world_rotation: float
property world_scale: simvx.core.math.types.Vec2
property forward: simvx.core.math.types.Vec2
property right: simvx.core.math.types.Vec2
translate(offset: tuple[float, float] | numpy.ndarray)
rotate(radians: float)
rotate_deg(degrees: float)
look_at(target: tuple[float, float] | numpy.ndarray)
transform_points(points: list[simvx.core.math.types.Vec2]) list[simvx.core.math.types.Vec2]
draw_polygon(renderer, points: list[simvx.core.math.types.Vec2], closed=True, colour=None)
wrap_screen(margin: float = 20)
strict_errors: ClassVar[bool]

True

script_error_raised

‘Signal(…)’

classmethod __init_subclass__(**kwargs)
property name: str
property process_mode: simvx.core.descriptors.ProcessMode
reset_error() None
add_child(node: simvx.core.node.Node) simvx.core.node.Node
remove_child(node: simvx.core.node.Node)
reparent(new_parent: simvx.core.node.Node)
get_node(path: str) simvx.core.node.Node
find_child(name: str, recursive: bool = False) simvx.core.node.Node | None
find(node_type: type, recursive: bool = True) simvx.core.node.Node | None
find_all(node_type: type, recursive: bool = True) list
property path: str
add_to_group(group: str)
remove_from_group(group: str)
is_in_group(group: str) bool
ready() None
enter_tree() None
exit_tree() None
process(dt: float) None
physics_process(dt: float) None
input_event(event: simvx.core.events.InputEvent) None
input(event: simvx.core.events.TreeInputEvent) None
unhandled_input(event: simvx.core.events.TreeInputEvent) None
start_coroutine(gen: simvx.core.descriptors.Coroutine) simvx.core.descriptors.CoroutineHandle
stop_coroutine(gen_or_handle)
clear_children()
destroy()
property app
property tree: simvx.core.scene_tree.SceneTree
get_tree() simvx.core.scene_tree.SceneTree
__getitem__(key: str)
classmethod get_properties() dict[str, simvx.core.descriptors.Property]
__repr__()
class simvx.core.animation.sprite.SpriteAnimation[source]

Named sprite animation with frame range.

name: str

None

frames: list[int]

None

fps: float

10.0

loop: bool

True

class simvx.core.animation.sprite.AnimatedSprite2D(texture: str = None, frames_horizontal: int = 1, frames_vertical: int = 1, frame_width: int | None = None, frame_height: int | None = None, **kwargs)[source]

Bases: simvx.core.animation.sprite.Sprite2D

Sprite with frame-based animation from sprite sheets.

Inherits from Sprite2D (Node2D), so it participates in the scene tree and gets process(dt) and draw(renderer) called automatically.

Example: sprite = AnimatedSprite2D( texture=”player.png”, frames_horizontal=4, frames_vertical=4 ) sprite.add_animation(“walk”, frames=[0, 1, 2, 3], fps=10, loop=True) sprite.add_animation(“jump”, frames=[4, 5, 6], fps=15, loop=False) sprite.play(“walk”)

Initialization

add_animation(name: str, frames: list[int], fps: float = 10.0, loop: bool = True)[source]

Register a named animation.

play(animation_name: str = 'default')[source]

Play named animation.

stop()[source]

Stop animation at current frame.

pause()[source]

Pause animation (alias for stop).

resume()[source]

Resume animation.

process(dt: float)[source]

Advance sprite animation each frame.

draw(renderer) None[source]

Draw the current animation frame as a textured quad with proper UVs.

get_current_frame_index() int[source]

Get absolute frame index in sprite sheet.

get_frame_uv() tuple[simvx.core.math.types.Vec2, simvx.core.math.types.Vec2][source]

Get UV coordinates for current frame (top-left, bottom-right).

to_dict() dict[source]

Serialize animated sprite.

classmethod from_dict(data: dict)[source]

Deserialize animated sprite.

texture

‘Property(…)’

colour

‘Property(…)’

width

‘Property(…)’

height

‘Property(…)’

property texture_path: str
z_index

‘Property(…)’

z_as_relative

‘Property(…)’

render_layer

‘Property(…)’

set_render_layer(index: int, enabled: bool = True) None
is_on_render_layer(index: int) bool
property absolute_z_index: int
property position: simvx.core.math.types.Vec2
property rotation: float
property rotation_degrees: float
property scale: simvx.core.math.types.Vec2
property world_position: simvx.core.math.types.Vec2
property world_rotation: float
property world_scale: simvx.core.math.types.Vec2
property forward: simvx.core.math.types.Vec2
property right: simvx.core.math.types.Vec2
translate(offset: tuple[float, float] | numpy.ndarray)
rotate(radians: float)
rotate_deg(degrees: float)
look_at(target: tuple[float, float] | numpy.ndarray)
transform_points(points: list[simvx.core.math.types.Vec2]) list[simvx.core.math.types.Vec2]
draw_polygon(renderer, points: list[simvx.core.math.types.Vec2], closed=True, colour=None)
wrap_screen(margin: float = 20)
strict_errors: ClassVar[bool]

True

script_error_raised

‘Signal(…)’

classmethod __init_subclass__(**kwargs)
property name: str
property process_mode: simvx.core.descriptors.ProcessMode
reset_error() None
add_child(node: simvx.core.node.Node) simvx.core.node.Node
remove_child(node: simvx.core.node.Node)
reparent(new_parent: simvx.core.node.Node)
get_node(path: str) simvx.core.node.Node
find_child(name: str, recursive: bool = False) simvx.core.node.Node | None
find(node_type: type, recursive: bool = True) simvx.core.node.Node | None
find_all(node_type: type, recursive: bool = True) list
property path: str
add_to_group(group: str)
remove_from_group(group: str)
is_in_group(group: str) bool
ready() None
enter_tree() None
exit_tree() None
physics_process(dt: float) None
input_event(event: simvx.core.events.InputEvent) None
input(event: simvx.core.events.TreeInputEvent) None
unhandled_input(event: simvx.core.events.TreeInputEvent) None
start_coroutine(gen: simvx.core.descriptors.Coroutine) simvx.core.descriptors.CoroutineHandle
stop_coroutine(gen_or_handle)
clear_children()
destroy()
property app
property tree: simvx.core.scene_tree.SceneTree
get_tree() simvx.core.scene_tree.SceneTree
__getitem__(key: str)
classmethod get_properties() dict[str, simvx.core.descriptors.Property]
__repr__()