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<title>Sly: Sprites</title>
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Next: <a href="Textures.html#Textures" accesskey="n" rel="next">Textures</a>, Previous: <a href="Render-Combinators.html#Render-Combinators" accesskey="p" rel="prev">Render Combinators</a>, Up: <a href="Rendering.html#Rendering" accesskey="u" rel="up">Rendering</a> [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html#Index" title="Index" rel="index">Index</a>]</p>
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<a name="Sprites-1"></a>
<h4 class="subsection">4.5.2 Sprites</h4>
<dl>
<dt><a name="index-make_002dsprite"></a>Scheme Procedure: <strong>make-sprite</strong> <em><var>texture</var> [#:anchor]</em></dt>
<dd><p>Create a sprite that displays the image in <var>texture</var>. The size of
the mesh is the size of <var>texture</var> in pixels. <var>anchor</var> defines
the origin of the sprite. By default, the anchor is <code>center</code>,
which puts the origin in the middle of the sprite. See
’anchor-texture’ for more anchoring options.
</p></dd></dl>
<dl>
<dt><a name="index-load_002dsprite"></a>Scheme Procedure: <strong>load-sprite</strong> <em><var>file</var> [#:anchor]</em></dt>
<dd><p>Create a sprite from the texture in <var>file</var> whose origin is defined
by <var>anchor</var>. The default anchor is <code>center</code>.
</p></dd></dl>
<dl>
<dt><a name="index-sprite_003f"></a>Scheme Syntax: <strong>sprite?</strong> <em><var>obj</var></em></dt>
<dd><p>Return <code>#t</code> if <var>obj</var> is a sprite.
</p></dd></dl>
<dl>
<dt><a name="index-sprite_002dtexture"></a>Scheme Syntax: <strong>sprite-texture</strong> <em><var>sprite</var></em></dt>
<dd><p>Return the texture for <var>sprite</var>.
</p></dd></dl>
<dl>
<dt><a name="index-sprite_002dmesh"></a>Scheme Syntax: <strong>sprite-mesh</strong> <em><var>mesh</var></em></dt>
<dd><p>Return the mesh for <var>sprite</var>.
</p></dd></dl>
<dl>
<dt><a name="index-render_002dsprite"></a>Scheme Procedure: <strong>render-sprite</strong> <em><var>sprite</var></em></dt>
<dd><p>Create a renderer for <var>sprite</var>.
</p></dd></dl>
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