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

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.

Next step