Sprite class

A Sprite is a Node that renders a bitmap image to the screen.

Mixed in types


Sprite([SpriteTexture texture])
Creates a new sprite from the provided texture. [...]
Sprite.fromImage(Image image)
Creates a new sprite from the provided image. [...]


actions MotionController
@Deprecated('actions has been renamed to motions'), read-only, inherited
children List<Node>
A list of the children of this node. [...]
read-only, inherited
colorOverlay Color
The color to draw on top of the sprite, null if no color overlay is used. [...]
read / write, inherited
constrainProportions bool
If true, constrains the proportions of the image by scaling it down, if its proportions doesn't match the size. [...]
read / write
constraints List<Constraint>
A List of Constraints that will be applied to the node. The constraints are applied after the update method has been called.
read / write, inherited
handleMultiplePointers bool
If set to true the node will receive multiple pointers, otherwise it will only receive events the first pointer. [...]
read / write, inherited
hashCode int
The hash code for this object. [...]
read-only, inherited
inverseTransformMatrix Matrix4
The inverse transform matrix used by this node.
read-only, inherited
motions MotionController
The MotionController associated with this node. [...]
read-only, inherited
opacity double
The opacity of the sprite in the range 0.0 to 1.0. [...]
read / write, inherited
parent Node
The parent of this node, or null if it doesn't have a parent. [...]
read-only, inherited
paused bool
Decides if the node and its children is currently paused. [...]
read / write, inherited
pivot Offset
The normalized point which the node is transformed around. [...]
read / write, inherited
position Offset
The position of this node relative to its parent. [...]
read / write, inherited
rotation double
The rotation of this node in degrees. [...]
read / write, inherited
runtimeType Type
A representation of the runtime type of the object.
read-only, inherited
scale double
The scale of this node relative its parent. [...]
read / write, inherited
scaleX double
The horizontal scale of this node relative its parent. [...]
read / write, inherited
scaleY double
The vertical scale of this node relative its parent. [...]
read / write, inherited
size Size
Changing the size will affect the size of the rendering of the node. [...]
read / write, inherited
skewX double
The skew along the x-axis of this node in degrees. [...]
read / write, inherited
skewY double
The skew along the y-axis of this node in degrees. [...]
read / write, inherited
spriteBox SpriteBox
The SpriteBox this node is added to, or null if it's not currently added to a SpriteBox. [...]
read-only, inherited
texture SpriteTexture
The texture that the sprite will render to screen. [...]
read / write
transferMode BlendMode
The transfer mode used when drawing the sprite to screen. [...]
read / write, inherited
transformMatrix Matrix4
The transformMatrix describes the transformation from the node's parent. [...]
read-only, inherited
userInteractionEnabled bool
The node will receive user interactions, such as pointer (touch or mouse) events. [...]
read / write, inherited
visible bool
The visibility of this node and its children.
read / write, inherited
zPosition double
The draw order of this node compared to its parent and its siblings. [...]
read / write, inherited


addChild(Node child) → void
Adds a child to this node. [...]
applyConstraints(double dt) → void
Called to apply the constraints to the node. Normally, this method is called automatically by the SpriteBox, but it can be called manually if the constraints need to be applied immediately.
applyTransformForPivot(Canvas canvas) → void
Call this method in your paint method if you want the origin of your drawing to be the top left corner of the node's bounding box. [...]
computeTransformMatrix() Matrix4
Computes the transformation matrix of this node. This method can be overriden if a custom matrix is required. There is usually no reason to call this method directly.
convertPointFromNode(Offset point, Node node) Offset
Converts a point from another nodes coordinate system into the local coordinate system of this node. [...]
convertPointToBoxSpace(Offset nodePoint) Offset
Converts a point from the local coordinate system of the node to the coordinate system of the SpriteBox. [...]
convertPointToNodeSpace(Offset boxPoint) Offset
Converts a point from the coordinate system of the SpriteBox to the local coordinate system of the node. [...]
handleEvent(SpriteBoxEvent event) bool
Handles an event, such as a pointer (touch or mouse) event. [...]
invalidateTransformMatrix() → void
Invalidates the current transform matrix. If the computeTransformMatrix method is overidden, this method should be called whenever a property changes that affects the matrix.
isPointInside(Offset nodePoint) bool
Returns true if the point is inside the node, the point is in the local coordinate system of the node. [...]
noSuchMethod(Invocation invocation) → dynamic
Invoked when a non-existent method or property is accessed. [...]
paint(Canvas canvas) → void
Paints this node to the canvas. [...]
removeAllChildren() → void
Removes all children of this node. [...]
removeChild(Node child) → void
Removes a child from this node. [...]
removeFromParent() → void
Removes this node from its parent node. [...]
spriteBoxPerformedLayout() → void
Called whenever the SpriteBox is modified or resized, or if the device is rotated. [...]
toString() String
Returns a string representation of this object.
update(double dt) → void
Called before a frame is drawn. [...]


operator ==(dynamic other) bool
The equality operator. [...]