sprite.js | An efficient javascript sprite animation framework | Animation library
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kandi X-RAY | sprite.js Summary
An efficient javascript sprite animation framework
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Trending Discussions on sprite.js
QUESTION
I'm currently trying to make a platformer game and was experimenting with canvas before beginning the long task. I have classes player and sprite, in different modules. While testing I used
var player = new Sprite(img.png); ctx.drawImage(player, 0, 0)
but now I create instances of the player class. In the player class I import sprite for it to work, of course, but just
import Ctx from "./Classes/Ctx.js"; import Player from "./Classes/Player.js";
in main fails. I have a window.onerror, but even that wasn't firing. There was no canvas drawing either.
I noticed this issue as well while working on something else, and now that function that was once in a separate file that imported something is sitting in the main because I can't figure it out.
It seems to work when I don't import Player and leave the class in main.js, but then it's messy.
My confusion is that I should get an error, not just stop loading JavaScript entirely. I have no idea what went wrong as such.
My file system looks like this, and when loaded the page is blank when there should be context drawing. This only happened when I move player.js into a separate file, requiring it to import sprite.
Full code:
...ANSWER
Answered 2020-Apr-29 at 18:55I guess I should probably answer this problem for myself lol, I had forgotten the ./
in front of the file name
QUESTION
ANSWER
Answered 2020-Jan-19 at 14:04The issue is simple. The sprite sheet contains 8 images, with the indices from 0 to 7. But you have 9 entries in the JSON, with indices from 0 to 8. That causes that the last sprite can't be read from the sheet and greenJewel
contains an "empty" entry at the end of the array.
Remove the last entry ("name": "sprite-08", ...
) from the JSON, to solve the issue.
QUESTION
I am using ReactJs. I want to change a position of the image dynamically.
I am trying to set up style like described here:
My sprite.js:
...ANSWER
Answered 2018-Mar-12 at 14:52To play with left and top add position like this
QUESTION
When hitting inputs to re render and move sprite, this causes the sprite to sort of trail/smear on the screen.
I have tried to clearRect()
but this doesn't seem to make any difference. I have also used this as inspiration https://github.com/jlongster/canvas-game-bootstrap but I cannot quite see how the canvas is being overwritten
I am using a very similar render entity method as https://github.com/jlongster/canvas-game-bootstrap, however this still is not playing ball.
...ANSWER
Answered 2019-Aug-22 at 15:10Canvas is a pixel buffer you need to clear it and redraw animated content each frame. Use ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height)
at the start of your main render loop
As pointed out by blindman67's comment
QUESTION
requestAnimationFrame does not return a regular this
when I use it in a class.
I've been looking all posts about the subject (tried to encapsulate the step()
function as an anonymous function into animate...), but I still have the same issue.
ANSWER
Answered 2019-Jun-22 at 10:06this.canvas = canvas;
QUESTION
I have handy command for looking for TODO notes in my files. It works fine directly from the command line (ubuntu).
This is the plain CLI command:
...ANSWER
Answered 2019-Mar-26 at 04:48The original command-line execution works because the bash
shell expands the expression --exclude-dir={node_modules,libs}
to --exclude-dir=node_modules --exclude-dir=libs
before invoking grep
. grep
is happy to take multiple --exclude-dir
arguments and it will exclude directories that match any of the specified names.
The problem with the command in package.json
arises because npm
does not use bash
to run the command. It uses plain old sh
to run the command.
On some systems sh
is just another name for bash
, and on those systems putting the original command in package.json
will work. Presumably Ahmed's system is one of those.
However, on other systems (notably Debian and its descendants) sh
is not the same as bash
. On these systems sh
is a much simpler shell, and it does not expand the --exclude-dir={node_modules,libs}
expression. So grep
sees the unexpanded argument and thinks it's being told to exclude a directory whose name is literally {node_modules,libs}
. Obviously that's not going to produce the result you want.
There are two obvious ways to fix this. One is to tell npm
to tell sh
to launch a bash
shell to execute the original command:
QUESTION
ANSWER
Answered 2018-Jul-11 at 22:45The problem is you have Game.canvasContext.fillReact
instead of Game.canvasContext.fillRect
.
You'll also want to pass Game.mainLoop
into window.setTimeout
instead of just mainLoop
, as window.setTimeout(Game.mainLoop, 1000 / 60);
. Having said that, you're probably actually looking for window.setInterval()
rather than window.setTimeout()
- the difference being that .setInterval()
will loop repeatedly, whereas .setTimeout()
will only fire once.
Here's an updated sample:
QUESTION
I keep getting this error message, and I'm unable to trouble-shoot this or see where anyone else is having the same problem.
I followed the instructions to install this on Linux, but audiosprite is producing this error message. Is this an issue with audiosprite? Or nodejs? Or something else?
Using v4.2.6 of node if that matters:
...ANSWER
Answered 2017-Oct-08 at 16:48Upgrade your nodejs and npm version. The keyword let,const are not supported by v4.0. You have to update version
The module n
makes version-management easy:
QUESTION
I'm trying to set up Progressive Web app on a my site. Stop caching effect. It's fine. I'm having trouble deleting the .mp4 videos from the cache once with the active service worker it waits for the entire download request to finish to give the user feedback.
What is the correct approach to take for video files (.mp4, .ogg ....)?
...ANSWER
Answered 2017-Sep-29 at 00:20Your best option is likely to chunk the video requests. Check out the Service Worker Sample: Cache Video Sample from Google.
You can see in the fetch
event they are checking for range requests and handling those as individual requests. You could request short ranges of a couple of seconds from the the video and users would only have to wait for that range to complete before starting to play.
QUESTION
So, this is a strange one. I have a web page with a CSS/HTML button. When I press the button, the page freezes. It doesn't crash, just freezes (the button is supposed to fade out after clicking). Also, I can't open the JavaScript (or f12
) console and I can't reload the page. On the page, even when I move my mouse off the button or anything that's clickable, the mouse still shows itself as a pointer. However, I can still move my mouse, exit out of the tab, go to a different tab, open a tab, and switch full-screen pages.
Here is my HTML:
ANSWER
Answered 2017-Jul-21 at 18:05As far as the question currently stands it sounds like one of the functions in startGame ()
is stuck in an infinite loop
Try debugging and placing some console.log ("getNextBubble ()")
if you start seeing the name of the function more then once your in an infinite loop
If that doesn't solve your question I highly suggest you update your question with more details
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