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load_sprite

Load a texture into a Sprite2D node within a Godot game project by specifying the project directory, scene file, node path, and texture file. Facilitates asset management and scene updates programmatically.

Instructions

Load a sprite into a Sprite2D node

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
nodePathYesPath to the Sprite2D node (e.g., "root/Player/Sprite2D")
projectPathYesPath to the Godot project directory
scenePathYesPath to the scene file (relative to project)
texturePathYesPath to the texture file (relative to project)

Implementation Reference

  • Main handler for load_sprite tool: validates inputs (projectPath, scenePath, nodePath, texturePath), checks existence of project.godot, scene.tscn, and texture file, normalizes parameters, calls executeOperation('load_sprite') which runs the Godot script godot_operations.gd with the parameters as JSON.
    private async handleLoadSprite(args: any) { // Normalize parameters to camelCase args = this.normalizeParameters(args); if (!args.projectPath || !args.scenePath || !args.nodePath || !args.texturePath) { return this.createErrorResponse( 'Missing required parameters', ['Provide projectPath, scenePath, nodePath, and texturePath'] ); } if ( !this.validatePath(args.projectPath) || !this.validatePath(args.scenePath) || !this.validatePath(args.nodePath) || !this.validatePath(args.texturePath) ) { return this.createErrorResponse( 'Invalid path', ['Provide valid paths without ".." or other potentially unsafe characters'] ); } try { // Check if the project directory exists and contains a project.godot file const projectFile = join(args.projectPath, 'project.godot'); if (!existsSync(projectFile)) { return this.createErrorResponse( `Not a valid Godot project: ${args.projectPath}`, [ 'Ensure the path points to a directory containing a project.godot file', 'Use list_projects to find valid Godot projects', ] ); } // Check if the scene file exists const scenePath = join(args.projectPath, args.scenePath); if (!existsSync(scenePath)) { return this.createErrorResponse( `Scene file does not exist: ${args.scenePath}`, [ 'Ensure the scene path is correct', 'Use create_scene to create a new scene first', ] ); } // Check if the texture file exists const texturePath = join(args.projectPath, args.texturePath); if (!existsSync(texturePath)) { return this.createErrorResponse( `Texture file does not exist: ${args.texturePath}`, [ 'Ensure the texture path is correct', 'Upload or create the texture file first', ] ); } // Prepare parameters for the operation (already in camelCase) const params = { scenePath: args.scenePath, nodePath: args.nodePath, texturePath: args.texturePath, }; // Execute the operation const { stdout, stderr } = await this.executeOperation('load_sprite', params, args.projectPath); if (stderr && stderr.includes('Failed to')) { return this.createErrorResponse( `Failed to load sprite: ${stderr}`, [ 'Check if the node path is correct', 'Ensure the node is a Sprite2D, Sprite3D, or TextureRect', 'Verify the texture file is a valid image format', ] ); } return { content: [ { type: 'text', text: `Sprite loaded successfully with texture: ${args.texturePath}\n\nOutput: ${stdout}`, }, ], }; } catch (error: any) { return this.createErrorResponse( `Failed to load sprite: ${error?.message || 'Unknown error'}`, [ 'Ensure Godot is installed correctly', 'Check if the GODOT_PATH environment variable is set correctly', 'Verify the project path is accessible', ] ); } }
  • JSON schema defining the input parameters and structure for the load_sprite tool.
    name: 'load_sprite', description: 'Load a sprite into a Sprite2D node', inputSchema: { type: 'object', properties: { projectPath: { type: 'string', description: 'Path to the Godot project directory', }, scenePath: { type: 'string', description: 'Path to the scene file (relative to project)', }, nodePath: { type: 'string', description: 'Path to the Sprite2D node (e.g., "root/Player/Sprite2D")', }, texturePath: { type: 'string', description: 'Path to the texture file (relative to project)', }, }, required: ['projectPath', 'scenePath', 'nodePath', 'texturePath'], }, },
  • src/index.ts:952-953 (registration)
    Registers the tool call dispatcher: maps 'load_sprite' calls to the handleLoadSprite handler function.
    case 'load_sprite': return await this.handleLoadSprite(request.params.arguments);
  • Core helper that spawns Godot headless, loads the project, runs the godot_operations.gd script with the 'load_sprite' operation and JSON-serialized params, capturing stdout/stderr. This is where the actual Godot-side execution happens.
    private async executeOperation( operation: string, params: OperationParams, projectPath: string ): Promise<{ stdout: string; stderr: string }> { this.logDebug(`Executing operation: ${operation} in project: ${projectPath}`); this.logDebug(`Original operation params: ${JSON.stringify(params)}`); // Convert camelCase parameters to snake_case for Godot script const snakeCaseParams = this.convertCamelToSnakeCase(params); this.logDebug(`Converted snake_case params: ${JSON.stringify(snakeCaseParams)}`); // Ensure godotPath is set if (!this.godotPath) { await this.detectGodotPath(); if (!this.godotPath) { throw new Error('Could not find a valid Godot executable path'); } } try { // Serialize the snake_case parameters to a valid JSON string const paramsJson = JSON.stringify(snakeCaseParams); // Escape single quotes in the JSON string to prevent command injection const escapedParams = paramsJson.replace(/'/g, "'\\''"); // On Windows, cmd.exe does not strip single quotes, so we use // double quotes and escape them to ensure the JSON is parsed // correctly by Godot. const isWindows = process.platform === 'win32'; const quotedParams = isWindows ? `\"${paramsJson.replace(/\"/g, '\\"')}\"` : `'${escapedParams}'`; // Add debug arguments if debug mode is enabled const debugArgs = GODOT_DEBUG_MODE ? ['--debug-godot'] : []; // Construct the command with the operation and JSON parameters const cmd = [ `"${this.godotPath}"`, '--headless', '--path', `"${projectPath}"`, '--script', `"${this.operationsScriptPath}"`, operation, quotedParams, // Pass the JSON string as a single argument ...debugArgs, ].join(' '); this.logDebug(`Command: ${cmd}`); const { stdout, stderr } = await execAsync(cmd); return { stdout, stderr }; } catch (error: unknown) { // If execAsync throws, it still contains stdout/stderr if (error instanceof Error && 'stdout' in error && 'stderr' in error) { const execError = error as Error & { stdout: string; stderr: string }; return { stdout: execError.stdout, stderr: execError.stderr, }; } throw error; } }

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