General-purpose sprite node. A node that displays a 2D texture. The texture displayed can be a region from a larger atlas texture, or a frame from a sprite sheet animation. Returns a [Rect2] representing the Sprite's boundary in local coordinates. Can be used to detect if the Sprite was clicked. Example: [codeblock] func _input(event): if event is InputEventMouseButton and event.pressed and event.button_index == BUTTON_LEFT: if get_rect().has_point(to_local(event.position)): print("A click!") [/codeblock] Returns [code]true[/code], if the pixel at the given position is opaque and [code]false[/code] in other case. [b]Note:[/b] It also returns [code]false[/code], if the sprite's texture is [code]null[/code] or if the given position is invalid. If [code]true[/code], texture is centered. If [code]true[/code], texture is flipped horizontally. If [code]true[/code], texture is flipped vertically. Current frame to display from sprite sheet. [member vframes] or [member hframes] must be greater than 1. Coordinates of the frame to display from sprite sheet. This is as an alias for the [member frame] property. [member vframes] or [member hframes] must be greater than 1. The number of columns in the sprite sheet. The normal map gives depth to the Sprite. [b]Note:[/b] Godot expects the normal map to use X+, Y-, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines. The texture's drawing offset. If [code]true[/code], texture is cut from a larger atlas texture. See [member region_rect]. If [code]true[/code], the outermost pixels get blurred out. The region of the atlas texture to display. [member region_enabled] must be [code]true[/code]. [Texture] object to draw. The number of rows in the sprite sheet. Emitted when the [member frame] changes. Emitted when the [member texture] changes.