AtlasProps
Sprites are placed axis-aligned: tgfx's drawAtlas maps each sprite's
bounding box, so a rotation would stretch the sprite rather than turn it.
Rotate a <Group> around the whole batch, or use <TgfxImage> per sprite.
Extends
Properties
antiAlias?
optional antiAlias?: boolean;Inherited from
blendMode?
optional blendMode?: BlendMode;How this drawing composites onto what is already there. 'srcOver' by default.
Inherited from
buffer?
optional buffer?: object;A shared sprite buffer from useSpriteBuffer: seven floats per sprite,
written in place from JS or a worklet and read by the renderer at draw.
The zero-allocation path for particle systems.
capacity
capacity: number;id
id: number;children?
optional children?: ReactNode;Inherited from
color?
optional color?: Animated<Color>;Inherited from
count?
optional count?: Animated<number>;How many buffer sprites to draw. A value slot; defaults to the capacity.
image
image: ImageLike | null;The sprite sheet. null draws nothing.
opacity?
optional opacity?: Animated<number>;Paint-wide alpha multiplier in [0, 1]; only one per chain can animate.
Inherited from
ref?
optional ref?: NodeHandle;A handle from useNode(), for changing this node without a React render.
See NodeHandle.
Inherited from
sampling?
optional sampling?: Sampling;Defaults to 'linear'.
sprites?
optional sprites?: AtlasSprite[];Inline sprite list; ignored when buffer is given.
strokeCap?
optional strokeCap?: "butt" | "round" | "square";Inherited from
strokeJoin?
optional strokeJoin?: "round" | "miter" | "bevel";Inherited from
strokeMiter?
optional strokeMiter?: Animated<number>;Past this length-over-width ratio a 'miter' join falls back to bevel. Defaults to 4.
Inherited from
strokeWidth?
optional strokeWidth?: Animated<number>;Inherited from
style?
optional style?: "fill" | "stroke";'fill' (default) or 'stroke'.
Inherited from
visible?
optional visible?: Animated<number | boolean>;Skip drawing (and hit-testing) this node. A value slot, so a handle or a SharedValue toggles it with no re-encode - the supported way to pool mounted nodes for particle systems and variable-count scenes.