Fields

@:optionaloptionaluseRenderTexture:Null<Bool>

* If enabled, the sprite will render as one texture instead of rendering multiple limbs. * This is useful for stuff like changing alpha, and shaders that require the whole sprite. * * Only enable this if your sprite either: * - Changes alpha to something other than 1.0 * - Has a shader or blend mode

@:optionaloptionalswfMode:Null<Bool>

* If true, the texture atlas will behave as if it was exported as an SWF file. * Notably, this allows MovieClip symbols to play.

@:optionaloptionalfilterQuality:Null<Int>

* The filter quality. * Available values are: HIGH, MEDIUM, LOW, and RUDY. * * If you're making an atlas sprite in HScript, you pass an Int instead: * * HIGH - 0 * MEDIUM - 1 * LOW - 2 * RUDY - 3

@:optionaloptionalcacheOnLoad:Null<Bool>

* If true, filters and masks will be cached when the atlas is loaded, instead of during runtime.

@:optionaloptionalapplyStageMatrix:Null<Bool>

* Whether to apply the stage matrix, if it was exported from a symbol instance. * Also positions the Texture Atlas as it displays in Animate. * Turning this on is only recommended if you prepositioned the character in Animate. * For other cases, it should be turned off to act similarly to a normal FlxSprite.