--- title: "draw2d" type: docs --- # draw2d A collection of retained-mode 2D drawing factories. Each factory creates an object that auto-registers with `film2d` and renders via the compositor. Destroy objects when no longer needed. ```javascript var draw = use('draw2d') ``` ## Factories ### draw.sprite(props) Create a sprite from an image. Auto-registers with `film2d`. ```javascript var s = draw.sprite({ image: "hero.png", pos: {x: 100, y: 200}, width: 32, height: 32, plane: 'game', layer: 0 }) s.destroy() // remove from renderer ``` See `sprite.cm` for full property list: `pos`, `image`, `width`, `height`, `anchor_x`, `anchor_y`, `rotation`, `color`, `opacity`, `tint`, `filter`, `plane`, `layer`, `groups`, `visible`, `flip`, `fit`, `uv`. ### draw.shape.rect(props) / circle(props) / ellipse(props) / pill(props) Create SDF shapes. Supports fill, stroke, rounded corners, dashing, feathering, and texture fill. ```javascript var box = draw.shape.rect({ pos: {x: 50, y: 50}, width: 100, height: 60, fill: {r: 1, g: 0, b: 0, a: 1}, stroke: {r: 1, g: 1, b: 1, a: 1}, stroke_thickness: 2, radius: 8, plane: 'game' }) var ball = draw.shape.circle({ pos: {x: 200, y: 200}, radius: 16, fill: {r: 0, g: 1, b: 0, a: 1}, plane: 'game', groups: ['glow'] }) ``` Properties: `shape_type`, `pos`, `width`, `height`, `radius`, `corner_style`, `feather`, `stroke_thickness`, `stroke_align`, `dash_len`, `gap_len`, `dash_offset`, `cap`, `join`, `fill`, `stroke`, `blend`, `opacity`, `fill_tex`, `uv`, `plane`, `layer`, `groups`, `visible`. ### draw.text(props) Create a text label. Updates live when you change `.text`. ```javascript var label = draw.text({ text: "Score: 0", pos: {x: 10, y: 500}, font: "fonts/dos", size: 16, color: {r: 1, g: 1, b: 1, a: 1}, plane: 'hud' }) label.text = "Score: 42" // updates on next frame ``` ### draw.tilemap(props) Create a tile-based map. See `tilemap2d.cm`. ### draw.anim(props) Create an animated sprite from an aseprite/gif file. Auto-plays if the image has frames. ```javascript var anim = draw.anim({ image: "hero.aseprite", pos: {x: 100, y: 100}, plane: 'game' }) anim.play("walk") // play named animation anim.stop() // pause anim.resume() // resume anim.update(dt) // advance frame (call from update loop) ``` ## Lifecycle All draw2d objects register with `film2d` on creation. Call `.destroy()` to unregister and remove from rendering. Set `.visible = false` to hide without destroying. ## Planes and Groups Every drawable has a `plane` (string) and optional `groups` (array of strings). The compositor renders drawables per-plane. Groups route drawables through effects (bloom, mask, etc.).