====== Part 6 – Objects ====== Sprites in Orx are called Objects. These are the heart of games in Orx. Our platform game is going to need a hero. Let's replace the default object in our game with a hero object. We will need a graphic image for the hero. There's one available over in the Orx project in object assets folder: ''orx/tutorial/data/object''. Look for ''soldier.png'': {{ :guides:beginners:soldier.png?nolink&64 |}} Copy this file into your ''MyGame/data/texture'' folder. Next, we need to create a graphic in the ''MyGame.ini'' config that knows about the soldier.png image: [HeroGraphic] Texture = soldier.png Next, let's create an actual object that will use the HeroGraphic: [HeroObject] Graphic = HeroGraphic Position = (-350, 100, 0) Scale = 2 When a HeroObject is created in code, he will be placed at co-ordinates -350, 100 on the screen (from the center) and scaled up 2x in size. In the Init() function, replace the ''orxObject_CreateFromConfig("Scene");'' with our: orxObject_CreateFromConfig("HeroObject"); Compile and run. You should get the following: {{:guides:beginners:beginners-20-object-position.png?nolink|}} So that's great! Now you might be wondering, how does ''HeroGraphic'' know how to get ''solder.png'' from the data/texture folder? The answer is in the ''[Resource]'' section: [Resource] Texture = ../data/texture We can specify multiple paths here and we will do so further down the track. So good job! Next step is to animate our soldier. ---- Next: [[en:guides:beginners:spritesheets_and_animation|Part 7 – Spritesheets and Animation]]. {{section>en:guides:beginners:toc&noheader&nofooter&noeditbutton}}