pixelart | pixelart app using DOM

 by   k2hrm HTML Version: Current License: No License

kandi X-RAY | pixelart Summary

kandi X-RAY | pixelart Summary

pixelart is a HTML library typically used in Utilities applications. pixelart has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

pixelart app using DOM
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            kandi-support Support

              pixelart has a low active ecosystem.
              It has 1 star(s) with 0 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              pixelart has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of pixelart is current.

            kandi-Quality Quality

              pixelart has 0 bugs and 0 code smells.

            kandi-Security Security

              pixelart has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              pixelart code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              pixelart does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              pixelart releases are not available. You will need to build from source code and install.
              It has 74 lines of code, 0 functions and 3 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

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            pixelart Key Features

            No Key Features are available at this moment for pixelart.

            pixelart Examples and Code Snippets

            No Code Snippets are available at this moment for pixelart.

            Community Discussions

            QUESTION

            How can I properly scale Phaser sprites?
            Asked 2022-Mar-31 at 19:29

            I have a couple problems with sprite scaling which seem to work fine for other people. So, this is my game:

            As you can see there are 2 big problems: the images are really pixelated and texture bleeding.

            This is my config:

            ...

            ANSWER

            Answered 2022-Mar-31 at 19:29

            I just tried it on a small demo project, I think the solution is just, to edit your game - config to this (check code below).

            Info: You added the correct properties, but only into the physics- Object. I belongs one level higher.

            Like this it should work:

            Source https://stackoverflow.com/questions/71550126

            QUESTION

            Integrate Phaser Game with React as component
            Asked 2022-Mar-31 at 11:17

            I'm new to React, I want to make a component for my phaser game to insert it into a react project.

            My Game component:

            ...

            ANSWER

            Answered 2022-Mar-31 at 11:17

            One solution would be to move the creation of the Phaser.Game Object, "game" into the method componentDidMount (link to the documentation). Because if new Phaser.Game is called, and the parent is not in the DOM, the canvas will be added, ignoring the parent.

            just add this method to the Game class:

            Source https://stackoverflow.com/questions/71458047

            QUESTION

            Moving the character a few tiles more seems to cause the whole scene (the physics world) to shake, why is that? How do I fix it?
            Asked 2022-Mar-17 at 19:44

            Here is the example code from phaser3 tutorial.

            ...

            ANSWER

            Answered 2022-Mar-17 at 19:44

            In line #126 you have a shake function this.cameras.main.shake(300); that makes the game window to shake with a duration of 300ms. To disable it, just comment it out or delete it.

            Source https://stackoverflow.com/questions/70562951

            QUESTION

            How can I pass a jsx react component (with prop) into a Navbar component with a Dropdown properly?
            Asked 2022-Mar-02 at 16:46

            I am trying to pass a list (NavItemsList) into my navbar so that it populates the "right-nav-container" div with the list items and their respective sub navigations with a drop down component. I am new to React.Js so correct me if I am wrong; In the right side of the container, I am reading a list with a certain index and mapping its values. I have my code set up so that once it maps the values, it will return my "NavItems" component with the "items" prop that I created. Inside the NavItems component, I have a conditional statement that is meant to check if the list that is read has a sub navigation section in the index. If it has a sub navigation then the Dropdown component I made is passed which also has another prop named submenus, otherwise just the index title is passed into the the navbar. Inside the dropdown component, I have passed "submenus" as a prop (I think) which is used to get the subNav values for the dropdown. My problem is that when I pass the NavItems component inside the Navbar file, my entire Navbar disappears but when I comment out return ; my Navbar loads as normal (without links in the right container). This leads me to believe I am doing something in wrong in one of the following components.

            Navbar.jsx section:

            ...

            ANSWER

            Answered 2022-Mar-02 at 16:46
            Issue

            The NavItems and Dropdown components are syntactically correct but you've named the props object something else in each, items and submenus respectively. Each component then references the entire "props" object as if it were the specific items or submenus prop that was passed.

            Solution

            Either rename each to props and access accordingly:

            Source https://stackoverflow.com/questions/71319591

            QUESTION

            Is there a way to simplify this pygame code?
            Asked 2022-Feb-28 at 12:44

            I am a bit new to pygame, and I don't know if there was a way to simplify this and it would also be nice if you could change colors while drawing. I already tried to implement this but I couldn't find a way to let it work. It's basically a simple pixel-art game:

            ...

            ANSWER

            Answered 2022-Feb-28 at 12:44

            EDIT: Maybe this question should go on similar portal Code Review or Game Development

            I keep drawing color in variable and use keys to change it.

            1 = Red, 2 = Green, 3 = Blue, 0 = Black

            But now it needs to keep color with pos - and I use dictionary pressed[pos] = color

            But maybe instead of pressed you should create full list 2D for all squares in grid and put White in all places at start. If you would colors as tuples i.e. (255,0,0) instead string Red then you could keep it in numpy.array and simply save in text file or convert numpy.array to Pillow.Image and save as JPG/PNG/TIFF.

            Because now it can draw in different colors so I don't check if pos not in pressed when I press first button because it not allow to replace color in square.

            There is not so much to simplify.

            In DrawSquare() you run MousePos() many times but you could run it once and assign to variable.

            You can use x, y = ... instead of pos = ... and pos[0], pos[1].
            Or you can use both x, y = pos = ....

            You can create cursor = Rect(...) at start and later use cursor.topleft = new_position to move it.

            Maybe in draw.rect(...) you could use directly tuples (x, y, width, height) instead of Rect(x, y, width, height)

            I used rules from PEP 8 -- Style Guide for Python Code

            • lower_case_names for functions names
            • verbs for functions names - convert instead of MousePos
              (and nouns for variables and classes)

            Full code:

            Source https://stackoverflow.com/questions/71287804

            QUESTION

            Android ImageView with PixelArt
            Asked 2022-Feb-09 at 13:52

            I want to dispaly pixelart in an ImageView but it keeps getting blurry. I tried it like explained in this post (and some others) and I tried it with the function createScaledBitmap like you can see in the code. But it still gets blurry. What else can I do to show my PixelArt correctly?

            ...

            ANSWER

            Answered 2022-Feb-09 at 13:52

            You're scaling the image up before disabling the filtering, so it still looks filtered. It also wastes memory to enlarge a small sprite into a large bitmap.

            You don't need to mess with manual scaling like that. You can set the drawable on you ImageView (either assign it in your XML layout or call setImageResource on it). Then set isFilterBitmap to false on its drawable.

            Source https://stackoverflow.com/questions/71034412

            QUESTION

            phaser 3 throws "Texture.frame missing:" warning and fails to load frame, how do I fix it?
            Asked 2022-Jan-16 at 03:56

            Note: my code is already running and rendering the sprite

            just one click to play with

            I'm learning a phaser3 loader example

            here is the code I wrote

            ...

            ANSWER

            Answered 2022-Jan-15 at 03:50

            If you want to use the third parameter you would have to use the string (or Texture Object), in this case the filename from the atlas should work. Here the is relevant documentation

            Source https://stackoverflow.com/questions/70718167

            QUESTION

            It seems `setVelocityX` doesn't agree with the keystrokes. Am I missing something?
            Asked 2022-Jan-06 at 18:23

            I'm learning Phaser3 following a tutorial.

            Here is the code I ported from the tutorial.

            ...

            ANSWER

            Answered 2022-Jan-06 at 18:23

            Well if you only tap, it doesn't move for a full second. just how long the key is hold down (can be some milliseconds).

            And it also depends on the update rate of the update function, it is not always constant. (you can see that through the parameter delta passed to the update function, update(time, delta)) Here the link to the documentation

            If you want to test it, just hold the key for 1 second. btw.: drag and acceleration can come also into play, if set.

            Edited so that is logs the position after 1 second:
            the results will vary depending on the computer, but for me it is about 80px

            Source https://stackoverflow.com/questions/70604817

            QUESTION

            How can set pointerDown for each of rectangle on Phaser 3
            Asked 2022-Jan-05 at 23:25

            I’m trying to set up the Conway's Game of Life using Phaser.

            My question is this: how can I make a Rectangular of the Phaser.geom class contain a click event?

            Class Dots:

            ...

            ANSWER

            Answered 2022-Jan-01 at 08:50

            You are setting interactive on the graphics serveral time, it the forEach-loop. I think this can be done only once, so you are overriding it, but I'm no expert.

            I would set the interactivity once, for the whole region:

            Source https://stackoverflow.com/questions/70546783

            QUESTION

            Pixel art creator: loading saved pixel data from Room causes strange Canvas bug/glitch
            Asked 2021-Dec-11 at 06:45

            Note: my question is very specific, apologies if the title isn't clear enough as to what the problem is.

            I'm creating a pixel art editor application using Canvas, and the pixel art data is saved into a Room database.

            Here's the canvas code:

            ...

            ANSWER

            Answered 2021-Dec-11 at 06:45

            This bug was fixed by calling invalidate() on the Fragment's Canvas property after the user taps the back button. It took me a couple of days to get to fix this, so I'm posting an answer here in case someone has a similar bug.

            Source https://stackoverflow.com/questions/70300950

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

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