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load_sprite

Load a texture into a Sprite2D node within a Godot scene to display images in your game project.

Instructions

Load a sprite into a Sprite2D node

Input Schema

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

Implementation Reference

  • Schema definition and registration of the load_sprite tool in the ListTools response, specifying input parameters: projectPath, scenePath, nodePath, texturePath.
    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:953-954 (registration)
    Registration of the load_sprite tool handler in the CallToolRequestSchema switch statement, dispatching to handleLoadSprite method.
      return await this.handleLoadSprite(request.params.arguments);
    case 'export_mesh_library':
  • Core handler function for load_sprite tool. Performs input validation, file existence checks, parameter normalization, executes Godot operation 'load_sprite' via executeOperation, and handles responses/errors.
    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',
          ]
        );
      }
    }
  • Helper method executeOperation used by load_sprite (and other tools) to spawn Godot headless with the operations GD script, passing 'load_sprite' operation and JSON params.
    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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