sprites | Auto CSS Sprite in Node.js | Runtime Evironment library

 by   army8735 JavaScript Version: 0.2.3 License: No License

kandi X-RAY | sprites Summary

kandi X-RAY | sprites Summary

sprites is a JavaScript library typically used in Server, Runtime Evironment, Nodejs applications. sprites has no bugs, it has no vulnerabilities and it has low support. You can install using 'npm i sprites' or download it from GitHub, npm.

Auto CSS Sprite in Node.js
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            kandi-support Support

              sprites has a low active ecosystem.
              It has 13 star(s) with 2 fork(s). There are 4 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 0 open issues and 6 have been closed. On average issues are closed in 21 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of sprites is 0.2.3

            kandi-Quality Quality

              sprites has no bugs reported.

            kandi-Security Security

              sprites has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              sprites 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

              sprites releases are not available. You will need to build from source code and install.
              Deployable package is available in npm.
              Installation instructions, examples and code snippets are available.

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            sprites Key Features

            No Key Features are available at this moment for sprites.

            sprites Examples and Code Snippets

            How can I wait for all dynamic nested promises to end?
            JavaScriptdot img1Lines of Code : 98dot img1License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            function getJson(url) {
             return fetch(url)
               .then((response) => response.text())
               .then((data) => JSON.parse(data))
            }
            
            class MyClass {
              constructor () {
                // ...
              }
              async getContent () {
                const da
            Is there a way in Flutter/Dart to display part of an image
            JavaScriptdot img2Lines of Code : 154dot img2License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            SpriteWidget(sprite: _animationSpriteSheet.getSprite(0, 5))
            
             final _animationSpriteSheet = SpriteSheet(
                  imageName: 'minotaur.png',
                  columns: 19,
                  rows: 1,
                  textureWidth: 96,
                  textureHeight
            How do I rotate a html canvas shape by only using a transform?
            JavaScriptdot img3Lines of Code : 115dot img3License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            ctx.setTransform(0, 1, -1, 0, 256, 0);
            ctx.drawImage(myImage, 0, 0, 256, 256); // will draw image rotated 90deg CW
            
            const myDirection = angle;
            const myDirectionAsRadians = angle * (Math.PI / 180);  // convert angle 
            can I use multiple texture with drawArraysInstancedANGLE?
            JavaScriptdot img4Lines of Code : 249dot img4License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            const gl = document.querySelector('canvas').getContext('webgl');
            const ext = gl.getExtension('ANGLE_instanced_arrays');
            if (!ext) alert('need ANGLE_instanced_arrays');
            
            const vs = `
            attribute vec2 position;
            attribute vec2 uv;
            attrib
            html5 canvas large sprite sheet image animation performance optimization
            Lines of Code : 89dot img5License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            async function initSprites( img, sprite_width = img.width, sprite_height = img.height ) {
              // you would have to make the sprite factory logic based on your actual spritesheet,
              // here Im using a simple fixed-size grid from wikimedia
            
            HTLM5 Canvas: remove gaps between rotated sprites
            JavaScriptdot img6Lines of Code : 52dot img6License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            // the main context
            const ctx = canvas.getContext('2d');
            // an off-screen canvas
            const ship = document.createElement('canvas');
            const ship_renderer = ship.getContext('2d');
            ship.height = ship.width = 150; 
            const sprites = new Image()
            WebGL - animated sprites + animated coordinates
            JavaScriptdot img7Lines of Code : 266dot img7License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            vec2 animatedUV;      // animation value
            vec2 spriteStartUV;   // corner uv coord for sprite in atlas
            vec2 spriteEndVU;     // opposite corner uv coord for sprite in atlas
            
            vec2 spriteRange = (spriteEndUV - spriteStartUV);
            vec2 uv = sprite
            Rotating a sprite in canvas
            JavaScriptdot img8Lines of Code : 195dot img8License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
                 
              
              
                
              
              
            
            
            Phaser JS - Button cannot set frame name from image sprite
            JavaScriptdot img9Lines of Code : 60dot img9License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            this.clickButton = this.game.add.button(this.game.world.centerX - 100, this.game.world.centerY + 230, 'game'
                , this.pauseGame, this, btnUp.key, btnUp.key, btnDn.key);
            
            this.clickButton = this.game.add.button(thi
            Rotate a particular image only in canvas when left or right key is pressed
            JavaScriptdot img10Lines of Code : 338dot img10License : Strong Copyleft (CC BY-SA 4.0)
            copy iconCopy
            /** SimpleUpdate.js begin **/
            // short cut vars 
            var ctx = canvas.getContext("2d");
            var w = canvas.width;
            var h = canvas.height;
            ctx.font = "18px arial";
            var cw = w / 2;  // center 
            var ch = h / 2;
            var focused = false;
            var rotated

            Community Discussions

            QUESTION

            pygame.display.update(); pygame.error: video system not initialized
            Asked 2021-Jun-15 at 18:28

            Here is my underdeveloped pygame ping-pong game, but my sprites(player&opponent) ain't moving, on giving a keyboard input. And when I quit the program, it yells an error pygame.error: video system not initialized. My pygame is the latest 1.9.6 version with all the files up-to-daee. However, I am certain that pygame.display is generating this error, but I even tried pygame.display.init() and that too didn't worked :(

            ...

            ANSWER

            Answered 2021-Jun-15 at 14:57

            Here, you have two different problems :

            First the movement is not working because to differentiate the keys, you use event.type to compare where it should be event.key. Try with for example :

            Source https://stackoverflow.com/questions/67987133

            QUESTION

            how do i add a detect collision in pygame
            Asked 2021-Jun-15 at 04:41

            i found this unfinished file in my files and now i need to finish it, only problem is idk really how do i detect collision with the bullet and the player thing and/or the bullet and the enemy thing, when the bullets collide with the enemy it still dies, i just don't remember how.

            here's the code ig help thanks

            ...

            ANSWER

            Answered 2021-Jun-15 at 02:18

            Collision detection depends on your needs.

            • Bounding boxes are simple and can detect if the x, y edges of each object are not within one another. This is fine for fast moving games and things where you don't necessarily require point precision.
            • Distance vectors are also simple and perfect solution for circle collisions. They calculate the difference in distance between two objects according to a radius prescribed with the hypotenuse of distX^2 + distY^2.
            • Compound bounding objects are harder to calculate, especially for concave areas on objects of arbitrary shape. There are too many notable and novel approaches to collision detection beyond these to remark on here.

            They're also increasingly complex depending on things like variability (if they're deformable objects, if they have particle seams, etc and 2d vs 3d object collision can be vastly different worlds as well. There are tons of articles, but I'll post one with implementation here

            Source https://stackoverflow.com/questions/67978995

            QUESTION

            Making a game, should i load all the sprite animation images before start the game?
            Asked 2021-Jun-12 at 23:10

            It's better to load all animations sprites in a array before start or do this that also works fine too:

            ...

            ANSWER

            Answered 2021-Jun-12 at 23:10

            Preloading is usually the best thing to do (at least for frequently used assets, such as animation sprites), for these reasons:

            • Fetching resources over a network has a latency cost associated with it. When you are doing it during a game that should be running at 30-60 frames per second and responding to user inputs quickly, it may significantly degrade the player's experience.
            • If you are loading images on demand, you will need to consider the possibility that the image loading may fail (because of a network failure, for example) and what should be done in such a situation. An advantage of preloading is that you can choose to not let your game start if important assets are not available.

            In addition, the code you have posted will not work as you may have expected it to. It will only display frame3.png. This is because JavaScript in the browser is single-threaded: update and the keydown listener will never run concurrently, so the ctx.drawImage call in update will not see frame.src set to frame1.png or frame2.png.

            Source https://stackoverflow.com/questions/67952732

            QUESTION

            Swift - add .scn to sprite view
            Asked 2021-Jun-10 at 13:26

            I'm trying to add a .scn file to my sprite view but am getting this error: -[SCNScene removeFromParent]: unrecognized selector sent to instance 0x600000628d80. How can I add a .scn file to my spriteview ?

            ...

            ANSWER

            Answered 2021-Jun-10 at 13:26

            .scn files are SceneKit Scenes files, you can't load directly on SKNode.

            You could load the scene file on a SCNScene with:

            Source https://stackoverflow.com/questions/67915188

            QUESTION

            Random lag spikes with pygame parallax background
            Asked 2021-Jun-09 at 07:38

            I'm trying to make a platformer with a parallax background. I managed the code and also made sure to add .convert. It is running pretty well for the most part, but every now and then there are periodic lag spikes.

            ...

            ANSWER

            Answered 2021-Jun-09 at 07:38

            Do not load the images in the application loop. Loading an image is very time consuming because the image file has to be read and interpreted. Load the images once at the begin of the application:

            Source https://stackoverflow.com/questions/67899564

            QUESTION

            Clicking overlapping rects in pygame
            Asked 2021-Jun-08 at 18:40

            I am trying to make a simple game with pygame, and I am running into the following general issue.

            Suppose we have two sprites, call them sprite1 and sprite2, each with their corresponding rect and image attributes. These sprites are "clickable", in the sense that when the user clicks on them something should happen. I usually implement this by adding the following into the game loop:

            ...

            ANSWER

            Answered 2021-Jun-07 at 13:01

            You can create a list of all sprites in order of z-index/how far front they are, starting with closer sprites.

            Source https://stackoverflow.com/questions/67871917

            QUESTION

            How to use groupcollide?
            Asked 2021-Jun-08 at 16:07

            So I've been wondering how to use the pygame groupcollide. And I'm utterly stumped right now. As I am using collide_rect and it is fine. But for groupcollide I can't seem to figure out how to call the properties of the item inside of that group. And I can't do collide rect because there's going to be a lot of bullets.

            ...

            ANSWER

            Answered 2021-Jun-08 at 16:07

            You cannot use pygame.sprite.groupcollide() here, because the bullets collide with the player that shoots the bullets.
            You have to use pygame.sprite.spritecollide(), with one player and the bullets of the opponent. Call it once for each player.

            Source https://stackoverflow.com/questions/67890545

            QUESTION

            LC3 Assembly Memory Mapped Graphics
            Asked 2021-Jun-07 at 18:48

            I'm attempting to create a 2D platformer with shooting mechanics in LC3 Assembly. Since this is from complete scratch, I also need to create the game engine. I have spent the past 4 hours creating a sprite library, and due to what I hope to be ignorance of a perhaps more efficient method, that means writing out the color data for each individual pixel in a 20px20p area for each sprite.

            ...

            ANSWER

            Answered 2021-Jun-07 at 18:48
            • We can represent simple images as text, store that in a file, and write a C or C# program to read the text file and generate data as .FILL statements.  Here, a simple B&W image for a box might look like this in text:

            Source https://stackoverflow.com/questions/67876174

            QUESTION

            How to fade an image in and out
            Asked 2021-Jun-07 at 10:52

            So I have been trying to fade an image in and out. I found this tutorial and I copied the code exactly and changed the images to my images, but it comes up with errors;

            ...

            ANSWER

            Answered 2021-May-26 at 21:03

            I figured out a better way to do this :D

            Source https://stackoverflow.com/questions/67698318

            QUESTION

            Unknown difference between logic of OOP code compared to Procedural
            Asked 2021-Jun-07 at 09:57

            I have written two versions of the same bouncing ball game. One is OOP based and one is procedural, and I would expect them to do the same thing. Except, the Object Oriented program behaves differently.

            I don't know the best way to explain it but the procedural code 'bouncing' keeps the ball bouncing indefinitely and bouncing to the same height each time. But the OOP code 'bouncing' increases the bounce height on each consecutive bounce. Yet I cannot find a difference in the logic between them.

            OOP code

            ...

            ANSWER

            Answered 2021-Jun-07 at 09:57

            rect_x and rect_y can store floating point values. However rect.x and rect.y cannot just store integral values.

            Since pygame.Rect is supposed to represent an area on the screen, a pygame.Rect object can only store integral data.

            The coordinates for Rect objects are all integers. [...]

            The fraction part of the coordinates gets lost when the new position of the object is assigned to the Rect object. If this is done every frame, the position error will accumulate over time.

            If you want to store object positions with floating point accuracy, you have to store the location of the object in separate variables respectively attributes and to synchronize the pygame.Rect object. round the coordinates and assign it to the location (e.g. .topleft) of the rectangle:

            Source https://stackoverflow.com/questions/67867782

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

            Vulnerabilities

            No vulnerabilities reported

            Install sprites

            You can install using 'npm i sprites' or download it from GitHub, npm.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            npm i sprites

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            https://github.com/army8735/sprites.git

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            gh repo clone army8735/sprites

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            git@github.com:army8735/sprites.git

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