sprite op• Data kinds: rgba × rgba → rgba
• Call: 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) (to call the implementation directly, import gfx2d; gfx2d.sprite_blit(dst, sprite, x=0, y=0, anchor='top_left', flip_x=False, flip_y=False, opacity=1.0); from the registry, opsgfx2d.get("sprite_blit"))
Composite sprite onto a copy of dst at integer (x, y).
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.
• Sample-data catalog (download URLs / licences) — 2-D uses skimage.data (BSD/public domain) plus synthetic images; 3-D lists download URLs for real data sources (Stanford, PDS, …).
• Operator provenance and references — the sources of the research/methods this op family came from.
• The canonical algorithm (author, year) and its uses are named in the family usage guide above.
• gfx2d_scene — py -3.11 examples/gfx2d_scene.py
rgba as input)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. This per-op note is generated by tools/opdocs.py md (do not hand-edit).*
© 2026 Kazufumi Furuse — Fullseye operator documentation. Licensed under Apache-2.0.