Coil | HTML5 canvas game where you defeat enemies | Game Engine library
kandi X-RAY | Coil Summary
kandi X-RAY | Coil Summary
Coil is an addictive HTML5 game where you have to defeat your enemies by enclosing them in your trail. Most of the game is drawn on 2d canvas but if WebGL support is detected additional effects are added. Curious about how this looks in action? Check out the live demo.
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Top functions reviewed by kandi - BETA
- Render the header .
- Finds the intersections of intersection .
- Creates a sprite canvas
- create a new enemy .
- Initialize WebGL .
- Update the game frame .
- Find all intersection points in trail .
- Activates THREE . effects
- Render an action .
- Resize window resize handler
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Coil Examples and Code Snippets
Community Discussions
Trending Discussions on Coil
QUESTION
I have added android:exported="true"
to my only activity in manifest but still getting below error after updating compile sdk and target sdk version to 31.I also tried rebuilding the project , invalidating cache and restart but that didn't helped
Error- Apps targeting Android 12 and higher are required to specify an explicit value for android:exported when the corresponding component has an intent filter defined. See https://developer.android.com/guide/topics/manifest/activity-element#exported for details.
ANSWER
Answered 2021-Oct-05 at 10:38After the build has failed go to AndroidManifest.xml
and in the bottom click merged manifest see which activities which have intent-filter but don't have exported=true
attribute. Or you can just get the activities which are giving error.
Add these activities to your App manifest with android:exported="true"
and app tools:node="merge"
this will add exported attribute to the activities giving error.
Example:
QUESTION
I need an help with shaders in Threejs. I've a plane where i must have a mixing between 10 different texture; now I use ShaderMaterial and I pass all textures that next are used for combining. Here my Fragment Shader code
...ANSWER
Answered 2022-Mar-22 at 23:51WebGL spec requires the browser to support at least 8 combined texture units. I presume your iOS device meets that minimum requirement of 8, but you're requesting 10.
You can visit webglreport.com on your iOS device and look for "Textures > Max Combined Texture Image Units" to see what its maximum support is. For example, my desktop allows up to 32, but my iPhone's limit is lower.
If all you're doing to the textures is multiplying them together, you could use a 2D context, blend them together there, then use
THREE.CanvasTexture
to convert the layered canvas into a single texture you can use in Three.js
QUESTION
I am following an online tutorial on Loading Images using Coil Library in a Compose project.
The instructor has used this code snippet to load an image from an API:
...ANSWER
Answered 2022-Mar-19 at 07:35If the data param is null when you initialize rememberImagePainter
it will load the image from the fallback params, which can be an Id or Drawable. I'm not sure if it's only the data param is null or also when the image byte received from the server is null that will trigger this fallback in case of the image received from the internet(http/https).
QUESTION
I'm trying to create a PDF viewer composable using the PdfRenderer and Coil for loading the bitmaps into a LazyColumn
.
This is what I got so far:
ANSWER
Answered 2021-Nov-12 at 16:32I managed to solve it as follows:
QUESTION
I am using a BottomNavigation
with 4 composables. All of them have a LazyColumn
with each item in the LazyColumn
having an image populated from the network using Coil for Jetpack Compose. Similar to Twitter/YouTube.
When I navigate between these items, the composables get destroyed and recompose only when navigated back to them. Even the coil images are cleared and re-fetched (from memory or local storage) when navigated between these composables. This is of course the expected behavior.
The problem is that this is causing the navigation between them to be too slow. Coil images take about 400ms to 700ms to load the image for every navigation. Apps like YouTube/LinkedIn are literally instant in their BottomBar
navigations.
When I was using XML for this, I would make the fragments(used as bottom nav items ) with an appear/disappear logic to avoid this time delay while navigating between them.
How do I achieve the same with Compose ?
I am using the following versions:
...ANSWER
Answered 2022-Feb-19 at 14:00Well I had the same problem using emulator or phone
both work well with small simplistic composables. And when I create more complex Composable and try animating the navigation, using the accompanist animation library it gets very laggy.
But then I tried building the release APK file, since it is usually optimized and way faster, and that will significantly speed up your app. Here is link on how you can generate signed APK then install it on your phone or emulator and see if that fixes your problem!
You could also check if you accidentally disabled the hardware acceleration from the manifest. Make sure you set android:hardwareAccelerated="true"
in you activity tag.
In case that does not help either, then you have to implement your own animation and use Shared ViewModel, for communication and triggering the transition from one Composable to another. The idea is that you can use modifier offset
property to show/hide the Composable by placing it outside the screen.
First set your ViewModel, and add mutable state variable, that will trigger the transition from Home to Settings and vice versa.
This is not the best practice, since there is no way to directly pass data from one composable to another as you would normally do with the normal navigation. But you can still share data using the Shared ViewModel. Using this method it will not recompose your Composable, and thus be really fast. So far I have no problem with any out of memory exceptions even on some very old/slow devices with 2GB RAM.
QUESTION
I am developing an android app using the Jetpack Compose with Coil ImageLoader library.
It shows a user's profile image.
I receive the profile data from the API. GET: /users/{userId}
The response contains userId
and profileImgKey
.
For the user profile image, Backend provides GET: /photo/{userId}
API.
But the problem is that if some user update his/her profile image, other users still see the previous profile image not the new image.
Because it is cached by Coil.
If I turn-off the caching option, it may work fine. But I don't want to do it. I don't want to lose the performance benefit.
When the user update their profile image, the profileImgKey
is changed.
So I want to use this as a cache key.
But I don't know how to use this.
...ANSWER
Answered 2022-Feb-16 at 04:58In Coil 2.0.0 working with network cache is significantly simplified, but it's not yet released - the latest version right now is 2.0.0-alpha08.
Specify diskCacheKey
and memoryCacheKey
in rememberAsyncImagePainter
, also key
is still needed to trigger recomposition.
QUESTION
I recently migrated from Accompanist's ImagePainter
to Coil's, below is the pertinent code after my updates.
ANSWER
Answered 2021-Aug-26 at 04:24You don't need coil to load local resources. You can use system painterResource
:
QUESTION
I'm working on an Android app using Jetpack Compose 1.0.0 and I'm trying to make a composable that uses a nullable image URL string and, if it's null, it will show a placeholder with painterResource
and, if it's not null, it will display the actual image using rememberImagePainter
.
The way I was doing that was:
...ANSWER
Answered 2021-Aug-07 at 05:13You can use set placeholder using builder
, like this:
QUESTION
I would like to display an image with the following rules:
- The image is remote and needs to load on runtime.
- We don't know what the image size is until it's loaded.
- The
Image
view should take the full width of the parent, and it should automatically adjust its height to match the remotely loaded image, so that no cropping/stretching occurs.
I tried using the Coil dependency and I have this code:
...ANSWER
Answered 2021-Oct-11 at 15:56As you set flexible width with fillMaxWidth
, you need to use ContentScale.FillWidth
for your contentScale
:
QUESTION
I am trying to show an image from the gallery if anything chosen by the user, or an image from an image file in the drawable resource as the default image, which is not working. I am using Coil for Compose and added the dependency already. Here is the code:
...ANSWER
Answered 2021-Aug-09 at 14:39You can use the builder
parameter to set a placeholder
:
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