Sprite Variables


You can set up your own sprites in your levels' config.json, and it requires a few variables. Most of the time you can just leave everything the way that it is, changing the path and frames, but if you want to know a little more about what everything means, here's some information.

Let's take this example entry:


"path": "custom/template/solid.png",

"frames": 1,

"originX": 0,

"originY": 0,

"tag": "cspr_solid",

"removeback": 0,



     "sepmasks": true,

     "bbmode": "automatic",

     "bbleft": 0,

     "bbtop": 1,

     "bbright": 1,

     "bbbottom": 1,

     "bbkind": "precise",

     "bbtolerance": 0


The location of the sprite, relative to the location of the game's executable file. This must be encased in quotations and use /, not \.
How many individual frames are in the sprite. The game imports sprite strips as horizontal strips of images. To create an animated sprite,
An example image strip with 16 frames.
The way the sprite will be shown in game.
originX / originY
These will set the x and y offsets of the sprite you're importing. Read this for more information about x/y origins.
This is the name that you will use when creating an object with a custom sprite_index value. Example:

"sprite_index": "cspr_solid",

Indicates whether to make all pixels with the background color (decided by the left-bottom pixel of the image) transparent. The best practice for this is to use transparent PNG files and set this to 0, but in situations where you want to use a flat colored background while working on your level, you can set this to 1. LOVE 3 may remove the background improperly though, so use this at your own discretion.
This section refers to the bounding box of the sprite, and 99% of the time you're not going to want to change any of these values. But to explain what each does, here's some information pulled from Game Maker's documentation:
  • sepmasks: Whether to create collision masks for each sub-image of the sprite (true), or one mask for all (false).
  • bbmode : This is the bounding box mode. I really recommend leaving this to automatic. Read more.
  • bbleft: The maximum left position of the bounding box.
  • bbtop: The maximum top position of the bounding box.
  • bbright: The maximum right position of the bounding box.
  • bbbottom: The maximum bottom position of the bounding box.
  • bbkind: The kind of mask ["rectangular", "ellipse", "diamond", "precise"]
  • bbtolerance: Indicates the tolerance in the transparency value (0=no tolerance, 255=full tolerance).