pixel-art | A minimalist , cross device compatible pixel art editor | Canvas library
kandi X-RAY | pixel-art Summary
kandi X-RAY | pixel-art Summary
A browser based pixel art maker and animation tool. This app is still in development. If you experience any bugs, please be a friend and report it.
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Trending Discussions on pixel-art
QUESTION
I've been trying to follow this tutorial on creating pixel art in Turtle: https://www.101computing.net/pixel-art-in-python/
And I tried to copy over their code, but when I put it into VS Code, I get the following error: AttributeError: 'Turtle' object has no attribute 'tracer'
Running their editor seems to work.
Any ideas on what the issue could be? All I did was copy and paste the code (and fix some issues with indents).
...ANSWER
Answered 2021-May-10 at 09:09From the docs
Changes since Python 2.6 The methods Turtle.tracer(), Turtle.window_width() and Turtle.window_height() have been eliminated. Methods with these names and functionality are now available only as methods of Screen.
The reason it works in their online IDE is that they have an older version of python.
You can use turtle.tracer(0)
.
QUESTION
Quick update I have added a little bit of code to adjust the character's movement, so when the character isn't idle the character faces the last position it was walking towards. But I have any issue with my character always facing left after any movement action. I also updated my character script:
...ANSWER
Answered 2020-Jan-17 at 14:16Add a state self.last_move
to the class Mage
. Set the state when the character moves and draw the placer dependent on the state if self.standing
. e.g:
QUESTION
I'm working on a pygame project but I'm having a few complications with the character's movement. The animation is not in sync (in lame terms), when I move right or left there is suppose to be an animation of the character moving left or right smoothly but in my case when the is moving either left or right I can still see the character image for when the character is in an idle position trailing the character when in walking motion. I also have an issue when my character jumps it doesn't come back own. I tweaked the character speed and refresh rate of the screen but nothing seems to help. Here is my code and image below.
File 1. Handles the running of the game
...ANSWER
Answered 2020-Jan-16 at 16:25but in my case when the is moving either left or right I can still see the character image for when the character is in an idle position trailing the character when in walking motion.
This because the first what you do in Knight.blitme
, is to draw the character in idle position. Then the left or right images is draw on top of it:
QUESTION
I'm working on a game project with Pygame. I'm only just beginning to work on the project and I'm kind of stuck. I have made three files each containing code to perform different functions. The first file - "alien_apocalypse.py"contains the class 'AlienApocalypse', which serves to start and monitor user events in the game and contains a few imported modules such as the game settings (which is the 2nd file - 'game_settings.py') and the a class file which contains the all the attributes of one of the game characters 'knight.py'. I'm trying to run "alien_apocalypse.py" which is meant to display my character-knight and the bottom middle of the display but nothing shows up. I'm running it on a Mac with macOS Mojave, IDE is PyCharm. Here are the files:
- File 1 - "alien_apocalypse.py":
ANSWER
Answered 2019-Dec-31 at 10:59Issues I detected so far (now the window is displayed):
You have to set proper video driver
Then you have to initialize pygame.display
You were calling the run_game() function inside the class (ac.run_game()), not the other.
The run_game() inside the class does nothing (pass)
You have to replace the current run_game() inside the class with the one which is outside, so you can access "self things" like variables and functions.
You can not equal self to None as default value if not present (self is the class itself and everything it contains, so if you equal it to None you are "killing" yourself (the class)!!!)
Your alien_apocalypse.py could look like this:
QUESTION
I've got some problems while trying to load smaller textures for my pixel-art game using SOIL. This is the result while loading a 40 x 40 image:
I checked my code if there are any problems when width is smaller than height, and for 40 x 50 everything is alright. I checked that 30 x 40 with Windows' image viewer, and it seems alright there too. Single thing that may influence in any way the loader is when using the coordinate axis to set the position, but, it works right. This is the code for loading the texture:
...ANSWER
Answered 2019-Mar-17 at 17:49When the image is loaded to a texture object, then GL_UNPACK_ALIGNMENT
has to be set to 1:
QUESTION
TL;DR: Is it possible to load other images based on media-query from svg included via img
tag?
I generate a bunch of svg files with have tables with text and icons inside. A PDF would be semantically a better container, but I need to keep such "documents" as images for seamless embed/preview and it probably won't solve my problem. So the story is about icons.
I wrote inline styles with media queries picking icons corresponding to user's screen DPI. Icons are already bundled into sprites, so I use pattern/image[xlink:href]
+ fill:url(#id)
. Everything works as needed when I embed svg directly into HTML (DOM islands). But if I embed svg via img
tag (i.e. ), it doesn't load icons at all, let alone showing them.
I understand, that I can embed icons via data-URL, but embedding icons for all supported screen dpis seems too much. The irony is that icons are raster ones, hardly vectorizable pixel-art, so I cannot have one set of icons for all DPIs.
Is there a way to have proper icons picked by media query w/o embedding them all?
...ANSWER
Answered 2018-Dec-07 at 03:44You can't load external files from an SVG used in an tag (or used in other "image" contexts, like CSS background images). For security and performance reasons, SVG used as image has to behave like any other image -- a single file, no secondary resources and no scripts.
If you don't want to use inline SVG, you might consider embedding an SVG file with an tag or
</code>. However, I recommend that you actually test carefully to see whether browsers are downloading the image files even if they aren't using them because of CSS.</p>
QUESTION
Partly for funsies, and partly for a design idea I had, I'm trying to convert an animated gif into pure animated CSS.
It's very nearly working but I've hit a snag and am unsure what is causing my issue, or how I could fix it. I have an unfortunate suspicion that I've simply hit a limitation of the technology.
The gif I've been using for testing is this: https://us.v-cdn.net/5018289/uploads/editor/yj/lcdjneh1yoxv.gif
As for the actual CSS, I've been trying to implement the method here (animated box-shadow properties), as it seemed like the most feasible: https://codepen.io/andrewarchi/pen/OXEEgL
...ANSWER
Answered 2018-Oct-16 at 23:39Correct answer
In the end, it was all due to the animation-timing-function
. First param in steps()
function is not the number of keyframes (or number of steps in the loop) but the number of steps rendered in between keyframes.
So changing it to steps(1,end)
fixes it, as the browser no longer has to calculate intermediary frames (where it obviously fails due to the large number of box-shadow
values - there's basically 1 value for each pixel - wicked technique, btw).
See it working: https://jsfiddle.net/websiter/wnrxmapu/2/
Previous answer: (partially incorrect, led to the correct one above - i left it as it might prove helpful to others debugging similar animations):
Initially I thought your exporting tool was... simply wrong.
Why? Because increasing animation-duration
from 1s
to 100s
produced this result.
The apparent conclusion is that your intermediary frames are bugged.
However, I tested each of them individually and, to my surprise, they rendered correctly.
Which leads to the conclusion that the number of box-shadow
calculations per keyframe is limited and some sort of clustering algorithm is performed.
Which makes sense, since we're talking box-shadow
here, which, in 99.999999999% of cases (basically all except yours) does not have to be accurate. It should be (and obviously is) approximated favoring rendering speed, for obvious reasons: we're talking user experience and "feel". Most users are non-technical and they simply expect smooth scrolling under any and all conditions.
I've come to the conclusion there must be a limit on the amount allowed calculations per keyframe after trying my best at optimizing your code, reducing it to less than half the initial size: https://jsfiddle.net/websiter/wnrxmapu/1/
I wasn't able to find any material on pixel clustering techniques for box-shadow
and I don't think much is available online - this should be classified information.
However, IMHO, other than bragging rights, I don't think your technique stands a chance in terms of rendering performance when compared to a gif or svg. Emphasis on "IMHO". If you insist on getting this done, you might want to slice the image up and check if the limit on allowed calculation is per element or per page.
But I wouldn't keep my hopes too high. It is optimizations like the one your code has revealed that make CSS lightning fast. If it had to be accurate it wouldn't be so fast.
QUESTION
I have written a little canvas game to explain my problem.
Note: The game is neither extensive nor finished in any way. It serves only as an example:
...ANSWER
Answered 2018-Oct-03 at 13:15You should capture the image outside the update
Then in the update set the image position accordingly.
You still have to work on your "infinite background" for that you will have to use the image as map tiles.
Here is the code moving the background
QUESTION
For testing a game art style I thought of, I want to render a 3D world in pixel-art form. So for example, take a scene like this (but rendered with certain coloring / style so as to look good once pixelated):
And make it look something like this:
By playing with different ways of styling the 3D source I think the pixelated output could look nice. Of course to get this effect one just sizes the image down to ~80p and upscales it to 1080p with nearest neighbor resampling. But it's more efficient to render straight to an 80p canvas to begin with and just do the upscaling.
This is not typically how one would use a shader, to resize a bitmap in nearest neighbor format, but the performance on it is better than any other way I've found to make such a conversion in real time.
My code:My buffer for the bitmap is stored in row major, as r1, g1, b1, a1, r2, g2, b2, a2...
and I'm using gpu.js which essentially converts this JS func into a shader. My goal is to take one bitmap and return one at larger scale with nearest-neighbor scaling, so each pixel becomes a 2x2 square or 3x3 and so on. Assume inputBuffer
is a scaled fraction of size of the output determined by the setOutput
method.
ANSWER
Answered 2018-May-24 at 06:26I think the function should look like:
QUESTION
My idea is to create a big number of divs using php or js. (I write js since yesterday.)
So my self given task is to generate a grid of divs using php or js or both. The idea so far is to have one general div as row and small cells inside. First I determine using php variable how long the row must be and after that I define the number of rows [easy so far]. My problem comes when I generate my grid. Using only php is VERY slow so I decided to use js as well. My first try resulted in cutting the time in half but still slow. So I asked myself is there a way to divide the work of js? Well yes... using functions of course! So I made a function called sector and tried to call it. It worked but still too slow. So what are the best practices for doing such a thing?
...ANSWER
Answered 2017-Dec-15 at 23:59If your purpose is to display an image where you will set the individual pixels, then you will get better results with a canvas element.
Here is a little demo:
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