sprite op• データ種: rgba × rgba → rgba
• 呼び出し: import gfx2d; gfx2d.sprite_blit(dst, sprite, x=0, y=0, anchor='top_left', flip_x=False, flip_y=False, opacity=1.0) (または opsgfx2d.get("sprite_blit"))
`dst の複製の整数座標 (x, y) に sprite` を合成する。
> 以下の詳細説明は原文のままです —— 要約と見出しは訳出済み。
`x is the column and y the row of the sprite's anchor` point;
`anchor is one of "top_left", "top_right", "bottom_left"`,
`"bottom_right", "center"`.
**Out-of-bounds behaviour is to clip silently, and that is a decision, not
an oversight.** Half a sprite hanging off the edge of the screen is the
normal case in this family, and raising there would make the common path the
exceptional one. A sprite entirely outside returns `dst` unchanged. The
contrast with :func:viewport — which raises for the same situation — is
deliberate: a camera asking for pixels that do not exist is a bug in the
caller's arithmetic, a sprite walking off screen is not.
`x/y` must be integers. Sub-pixel placement changes the picture
(it resamples), so it is :func:sprite_transform's job and not a silent
rounding here.
• サンプルデータ カタログ(DL URL / ライセンス) — 2-D は skimage.data(BSD/public)+ 合成、3-D は実データ源(Stanford/PDS 等)の DL URL。
• 演算子の来歴・参考文献 — この op 族の元になった研究/手法の出典。
• アルゴリズムの正典(著者・年)と用途は上記ファミリ使い方ガイドに記載。
• gfx2d_scene — py -3.11 examples/gfx2d_scene.py
rgba を入力に取れる)premultiply · alpha_composite · sprite_transform · sprite_sheet_slice · nine_slice
sprite)sprite_synthesize · sprite_transform · sprite_sheet_slice · nine_slice
*Provenance: gfx2d.py — GFX2D operator registry. この per-op ノートは tools/opdocs.py md が自動生成(手編集しない)。*
© 2026 Kazufumi Furuse — Fullseye operator documentation. Licensed under Apache-2.0.