sprite op• 資料種類:rgba × rgba → rgba
• 呼叫: import fullseye as fs; fs.ledger.sprite_blit(dst, sprite, x=0, y=0, anchor='top_left', flip_x=False, flip_y=False, opacity=1.0)(要直接呼叫實作,import gfx2d; gfx2d.sprite_blit(dst, sprite, x=0, y=0, anchor='top_left', flip_x=False, flip_y=False, opacity=1.0);從台帳取用則 opsgfx2d.get("sprite_blit"))
在 dst 的副本上於整數 (x, y) 處合成 sprite。
> 以下的詳細說明為原文 —— 摘要與標題已翻譯。
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 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 sprite_transform's job and not a silent rounding here.
• 範例資料目錄(下載 URL / 授權) —— 2-D 用 skimage.data(BSD/公有領域)加合成圖,3-D 給出真實資料源(Stanford/PDS 等)的下載 URL。
• 運算子來歷與參考文獻 —— 該運算子族所依據的研究/方法出處。
• 演算法的正典(作者、年份)與用途見上面的族使用指南。
• gfx2d_scene — py -3.11 examples/gfx2d_scene.py
rgba 作為輸入)premultiply · alpha_composite · sprite_transform · sprite_sheet_slice · nine_slice
sprite)sprite_synthesize · sprite_transform · sprite_sheet_slice · nine_slice
*Provenance: gfx2d.py — GFX2D 運算子登記表。本條目由 tools/opdocs.py md 自動產生(請勿手動編輯)。*
© 2026 Kazufumi Furuse — Fullseye operator documentation. Licensed under Apache-2.0.