# entity/sprite_texture_basics ## Goal Understand how sprite textures override shape rendering and still respect the entity transform. ## Why this tutorial exists Once a sprite exists on an entity, the renderer stops using the shape fallback and draws the texture instead. That means: - the entity transform still controls size and rotation - the sprite becomes the visible representation - shape/style become fallback data when no sprite or animation is present ## Source map - Settings profile: `examples/settings/entity/sprite_texture_basics.yml` - Example builder: `examples/catalog/entity/sprite_texture_basics/main.py` - Scene: `examples/catalog/entity/sprite_texture_basics/scenes/scene.py` - Procedural texture helpers: `examples/catalog/entity/_textures.py` ## What to verify You should see: 1. a checker texture scaled up through entity size 2. a stretched stripe texture 3. a rotating diamond sprite 4. a plain white block that still renders from shape + style ## Run ```bash mini-arcade run --example entity/sprite_texture_basics mini-arcade run --example entity/sprite_texture_basics --pass-through --backend pygame mini-arcade run --example entity/sprite_texture_basics --pass-through --backend native ``` ## Key idea The scene generates textures procedurally, uploads them through the backend render port, and stores the resulting texture ids on `entity.sprite.texture`. ## Related concepts - [Entities Internals](../../concepts/entities.md) - [Sprites and Animations Internals](../../concepts/sprites_animations.md) ## Next step - [entity/animation_frames_basics](animation_frames_basics.md)