Image
Type key: IMAGE
Properties
Section titled “Properties”Rotation in degrees, clockwise. Type float, default 0.
border_bottom_left_radius
Section titled “border_bottom_left_radius”Bottom-left corner radius. Type int, default 0.
border_bottom_right_radius
Section titled “border_bottom_right_radius”Bottom-right corner radius. Type int, default 0.
border_top_left_radius
Section titled “border_top_left_radius”Top-left corner radius in pixels; the corners work like the Rect object. Type int, default 0.
border_top_right_radius
Section titled “border_top_right_radius”Top-right corner radius. Type int, default 0.
collision_enabled
Section titled “collision_enabled”Whether the object takes part in collision tests. Type bool, default False.
collision_offset_x, collision_offset_y
Section titled “collision_offset_x, collision_offset_y”Shift of the shape away from the object centre (not for bbox). Type float, default 0.
collision_points
Section titled “collision_points”Vertices of a polygon shape. Type list, default [].
collision_type
Section titled “collision_type”Shape used for collisions: 'bbox', 'rect', 'ellipse' or 'polygon'. Type str, default 'rect'.
collision_width, collision_height
Section titled “collision_width, collision_height”Size of the shape used by rect and ellipse. Type float, default = the object’s size.
Multiplied over the image: keep (255, 255, 255, 255) for the original colors, or pass e.g. (255, 120, 120, 255) for a red tint; the fourth value sets the opacity. Type (r, g, b, a).
image_path
Section titled “image_path”Path of the image, relative to the project. Type str, default './image/logo.png'.
Name shown in the Hierarchy panel. Read-only at runtime. Type str.
physics_angular_damping
Section titled “physics_angular_damping”Angular velocity damping. Type float, default 0.
physics_elasticity
Section titled “physics_elasticity”Bounciness (0 = fully inelastic, 1 = fully elastic). Type float, default 0.2.
physics_enabled
Section titled “physics_enabled”Whether the rigid body is simulated. Type bool, default False.
physics_fixed_rotation
Section titled “physics_fixed_rotation”Keep the rotation fixed (collisions do not spin the object). Type bool, default False.
physics_friction
Section titled “physics_friction”Friction coefficient. Type float, default 0.6.
physics_gravity_scale
Section titled “physics_gravity_scale”Gravity multiplier (0 = unaffected by gravity). Type float, default 1.
physics_linear_damping
Section titled “physics_linear_damping”Linear velocity damping. Type float, default 0.
physics_mass
Section titled “physics_mass”Mass. Type float, default 1.
physics_shape_height, physics_shape_width
Section titled “physics_shape_height, physics_shape_width”Size of the rect/ellipse body shape (0 = use the object’s own size). Type float, default 0.
physics_shape_offset_x, physics_shape_offset_y
Section titled “physics_shape_offset_x, physics_shape_offset_y”Shift of the body shape away from the object centre. Type float, default 0.
physics_shape_points
Section titled “physics_shape_points”Vertices of a polygon body shape. Type list, default [].
physics_shape_type
Section titled “physics_shape_type”Body shape: 'rect', 'ellipse' or 'polygon'. Type str, default 'rect'.
physics_type
Section titled “physics_type”Rigid-body type: 'static', 'dynamic' or 'kinematic'. Type str, default 'dynamic'.
Transform anchor mode, see set_pivot(). Type str, default 'center'.
pivot_x, pivot_y
Section titled “pivot_x, pivot_y”Coordinates of a 'custom' anchor (in the object’s own pixel grid, origin at its top-left). Type float, default 0.
(x, y); assigning it updates x and y too. Type (int, int), default (20, 20).
(scale_x, scale_y). Type (float, float), default (1, 1).
scale_x, scale_y
Section titled “scale_x, scale_y”Stretch factors (1 = original size). Type float, default 1.
script_path
Section titled “script_path”Path of the attached script, relative to the project. Type str, default ''.
The image is stretched to the object’s size, so change size (or scale) to resize it. Type (int, int).
Type key, e.g. RECT, TEXT_INPUT. Read-only at runtime. Type str.
Unique id, used by get_object_by_uuid(). Read-only at runtime. Type str.
visible
Section titled “visible”Hidden objects are not drawn and cannot be clicked. Type bool, default True.
width, height
Section titled “width, height”Size in pixels. Type int, default depends on the object type.
Position relative to the parent object. Type int, default 20.
Methods
Section titled “Methods”collides_with_object(other)
Section titled “collides_with_object(other)”Alias of is_colliding_with_object.
other(object): the other object.
collides_with_point(x, y)
Section titled “collides_with_point(x, y)”True when the point (scene coordinates) is inside the collision shape.
x(int): point x, in scene coordinates.y(int): point y, in scene coordinates.
collides_with_rect(rect)
Section titled “collides_with_rect(rect)”True when the shape overlaps a pygame.Rect or (x, y, w, h) tuple.
rect(pygame.Rect|(int, int, int, int)): the rectangle, in scene coordinates.
distance_to(x, y)
Section titled “distance_to(x, y)”Distance from the object’s centre to a point.
x(int): point x, in scene coordinates.y(int): point y, in scene coordinates.
distance_to_object(other)
Section titled “distance_to_object(other)”Distance between two object centres.
other(object): the other object.
get_angle()
Section titled “get_angle()”Rotation in degrees.
get_center()
Section titled “get_center()”Centre of the object (scene coordinates).
get_collision_center()
Section titled “get_collision_center()”Centre of the collision shape in scene coordinates.
get_collision_offset()
Section titled “get_collision_offset()”The offset of the shape from the object centre.
get_collision_polygon()
Section titled “get_collision_polygon()”The polygon vertices.
get_collision_radius()
Section titled “get_collision_radius()”Radius of an ellipse shape (half of its smaller side).
get_collision_rect(x, y, width, height)
Section titled “get_collision_rect(x, y, width, height)”The overlapping area with a rectangle, or None.
x(int): rectangle x, in scene coordinates.y(int): rectangle y, in scene coordinates.width(int): rectangle width.height(int): rectangle height.
get_collision_size()
Section titled “get_collision_size()”The size of the shape used by rect and ellipse.
get_collision_type()
Section titled “get_collision_type()”The shape used for collisions.
get_color()
Section titled “get_color()”Fill, text or tint color as (r, g, b, a).
get_direction_to(x, y)
Section titled “get_direction_to(x, y)”Unit vector (dx, dy) pointing from the object to a point.
x(int): point x, in scene coordinates.y(int): point y, in scene coordinates.
get_height()
Section titled “get_height()”Height in pixels.
get_image_path()
Section titled “get_image_path()”The path of the image (relative to the project).
get_name()
Section titled “get_name()”The name of the object.
get_pivot()
Section titled “get_pivot()”Transform anchor mode (e.g. 'center', 'top_left', 'custom').
get_pivot_point()
Section titled “get_pivot_point()”The anchor resolved to content pixels (x, y).
get_pos()
Section titled “get_pos()”Local position (x, y), relative to the parent object.
get_rect()
Section titled “get_rect()”Local pygame.Rect of the object.
get_scale()
Section titled “get_scale()”The stretch factors as (scale_x, scale_y).
get_scale_x()
Section titled “get_scale_x()”The x stretch factor.
get_scale_y()
Section titled “get_scale_y()”The y stretch factor.
get_size()
Section titled “get_size()”Size in pixels as (width, height).
get_type()
Section titled “get_type()”The type key of the object.
get_uuid()
Section titled “get_uuid()”The uuid of the object.
get_visible_state()
Section titled “get_visible_state()”The visible state as a bool.
get_width()
Section titled “get_width()”Width in pixels.
get_world_pos()
Section titled “get_world_pos()”Position in scene coordinates, i.e. with every parent offset added.
get_world_rect()
Section titled “get_world_rect()”pygame.Rect in scene coordinates.
get_x()
Section titled “get_x()”The x part of the local position.
get_y()
Section titled “get_y()”The y part of the local position.
hide()
Section titled “hide()”Makes the object invisible. Same as obj.visible = False.
is_colliding_with_object(other)
Section titled “is_colliding_with_object(other)”True when both objects have collision enabled and their shapes overlap.
other(object): the other object.
is_colliding_with_rect(x, y, width, height)
Section titled “is_colliding_with_rect(x, y, width, height)”True when the shape overlaps the given rectangle.
x(int): rectangle x, in scene coordinates.y(int): rectangle y, in scene coordinates.width(int): rectangle width.height(int): rectangle height.
is_collision_enabled()
Section titled “is_collision_enabled()”True while collision detection is on for this object.
is_hidden()
Section titled “is_hidden()”True while the object is hidden.
is_point_inside(x, y)
Section titled “is_point_inside(x, y)”Cheap test: True when the point is inside the object’s bounding box.
x(int): point x, in scene coordinates.y(int): point y, in scene coordinates.
is_pressed(x, y)
Section titled “is_pressed(x, y)”Pixel-perfect test: True only on a non-transparent pixel. Prefer it for clicks, not for per-frame checks.
x(int): point x, in scene coordinates.y(int): point y, in scene coordinates.
is_shown()
Section titled “is_shown()”Same as is_visible().
is_visible()
Section titled “is_visible()”True while the object is visible.
move(dx, dy)
Section titled “move(dx, dy)”Moves the object by (dx, dy) pixels.
dx(int): horizontal delta.dy(int): vertical delta.
reset_collision_shape()
Section titled “reset_collision_shape()”Resets every shape field to the object’s own size.
set_angle(degrees)
Section titled “set_angle(degrees)”Sets the rotation.
degrees(float): angle, clockwise.
set_center(x, y)
Section titled “set_center(x, y)”Sets the centre (scene coordinates).
x(int): new centre x.y(int): new centre y.
set_collision_ellipse(radius_x, radius_y)
Section titled “set_collision_ellipse(radius_x, radius_y)”Convenience: sets an ellipse by its two radii.
radius_x(float): horizontal radius.radius_y(float): vertical radius.
set_collision_enabled(enabled)
Section titled “set_collision_enabled(enabled)”Turns collision detection on or off (while it is off, every collides_with_* / is_colliding_* call returns False).
enabled(bool):True/False.
set_collision_offset(x, y)
Section titled “set_collision_offset(x, y)”Moves the shape away from the object centre (follows scale and rotation).
x(float): horizontal offset.y(float): vertical offset.
set_collision_polygon(points)
Section titled “set_collision_polygon(points)”Sets explicit polygon vertices.
points(list): vertex list, e.g.[(0, 0), (50, 0), (25, 40)].
set_collision_size(width, height)
Section titled “set_collision_size(width, height)”Sets the size used by rect and ellipse.
width(int): shape width.height(int): shape height.
set_collision_type(type)
Section titled “set_collision_type(type)”Sets the collision shape.
type(str):'bbox','rect','ellipse'or'polygon'.
set_color(color)
Section titled “set_color(color)”Sets the color.
color((r, g, b, a)): the new color tuple.
set_height(h)
Section titled “set_height(h)”Sets the height.
h(int): new height in pixels.
set_image_path(path)
Section titled “set_image_path(path)”Changes the image.
path(str): image file relative to the project.
set_pivot(pivot)
Section titled “set_pivot(pivot)”Choose the transform anchor.
pivot(str):'center'(default),'top_left','top_center','top_right','center_left','center_right','bottom_left','bottom_center','bottom_right'or'custom'.
set_pivot_point(x, y)
Section titled “set_pivot_point(x, y)”Rotate/scale around a free point of the object’s own pixel grid (also sets pivot to 'custom').
x(float): anchor x in the pixel grid.y(float): anchor y in the pixel grid.
set_pos(x, y)
Section titled “set_pos(x, y)”Sets the local position.
x(int): new x, relative to the parent object, in pixels.y(int): new y, relative to the parent object, in pixels.
set_scale(sx, sy)
Section titled “set_scale(sx, sy)”Sets both stretch factors.
sx(float): x stretch factor.sy(float): y stretch factor.
set_scale_x(sx)
Section titled “set_scale_x(sx)”Sets the x stretch factor.
sx(float): x stretch factor.
set_scale_y(sy)
Section titled “set_scale_y(sy)”Sets the y stretch factor.
sy(float): y stretch factor.
set_size(width, height)
Section titled “set_size(width, height)”Sets the size in pixels.
width(int): new width.height(int): new height.
set_visible_state(visible)
Section titled “set_visible_state(visible)”Sets the visible state.
visible(bool):Trueshows the object,Falsehides it.
set_width(w)
Section titled “set_width(w)”Sets the width.
w(int): new width in pixels.
set_world_pos(x, y)
Section titled “set_world_pos(x, y)”Sets the position in scene coordinates.
x(int): new x, in scene coordinates.y(int): new y, in scene coordinates.
set_x(x)
Section titled “set_x(x)”Sets the x part of the local position.
x(int): new x, relative to the parent object.
set_y(y)
Section titled “set_y(y)”Sets the y part of the local position.
y(int): new y, relative to the parent object.
show()
Section titled “show()”Makes the object visible. Same as obj.visible = True.
Events
Section titled “Events”on_clicked()
Section titled “on_clicked()”Pressed and released on the object.
on_collision_enter(other)
Section titled “on_collision_enter(other)”The object starts overlapping other (both need collision enabled).
other(object): the other object.
on_collision_exit(other)
Section titled “on_collision_exit(other)”The overlap with other ends.
other(object): the other object.
on_destroy()
Section titled “on_destroy()”When the scene is replaced, the object is removed with studio.destroy_object() or the game closes.
on_double_clicked()
Section titled “on_double_clicked()”Double click on the object.
on_drag(pos)
Section titled “on_drag(pos)”Pointer moves while dragging.
pos((int, int)): pointer position in scene coordinates.
on_drag_end()
Section titled “on_drag_end()”The drag ends.
on_drag_start()
Section titled “on_drag_start()”A pointer drag on the object starts.
on_mouse_enter()
Section titled “on_mouse_enter()”Pointer moves onto the object.
on_mouse_leave()
Section titled “on_mouse_leave()”Pointer moves off the object.
on_pressed()
Section titled “on_pressed()”Left button pressed on the object.
on_released()
Section titled “on_released()”The button that was pressed on this object is released.
on_right_clicked()
Section titled “on_right_clicked()”Right click on the object.
on_start()
Section titled “on_start()”Once, when the scene has loaded.
on_update(dt)
Section titled “on_update(dt)”Every frame.
dt(float): seconds since the last frame.
on_visible_changed(visible)
Section titled “on_visible_changed(visible)”When the object is shown or hidden.
visible(bool):Truewhen shown,Falsewhen hidden.