sprites | Simple JavaScript Library to handle Sprites | Canvas library
kandi X-RAY | sprites Summary
kandi X-RAY | sprites Summary
Sprites is a very lightweight JavaScript library to run sprites on HTML Canvas (Live Demo).
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QUESTION
I'm been working on a simple Pygame project that involves simulating motion sensor lights in open areas, and have created multiple instances of delivery riders, smokers and civilians. When users are within a certain distance, the lights on the ground would light up. The problem I faced was, when objects came into collision with the drivers, colliderect did not trigger at all (tested with print statements). Ideally all the civilians should collide and reflect off one another except the driver and smokers.
Here is a recording of my virtual prototype: LUmen Simulator
Display setup and distance function
...ANSWER
Answered 2022-Apr-10 at 05:13You have to update the position of the rectangle before the collision test:
QUESTION
I am making a game in Phaser although I believe the core of this issue is a lack of my JS understanding.
I am looping through a Phaser container and wish to apply a click handler on each child sprite, but when I execute the click on any of the sprites, it always returns the last child.
I have tried various suggestions on Stack Overflow eg here: JavaScript closure inside loops – simple practical example
but can never get the click to return anything other than the last item.
An Example:
...ANSWER
Answered 2022-Mar-31 at 12:55Your code is abit complicated. If you just want to add a EventHandler just, you don't need an extra closure. Just check the code below, for a leaner approach
Working example:
QUESTION
I am having an issue where I can't seem to be able to display the pokemon images on my react front end, this is the api: https://pokeapi.co/
...ANSWER
Answered 2021-Sep-19 at 03:26Looking at the documentation and JSON file from API, I think I found your problem. You are using the wrong img link. The correct format is: https://raw.githubusercontent.com/PokeAPI/sprites/master/sprites/pokemon/${pokemonIndex}.png
For exemple:
QUESTION
I have two different sprites in the same group, variables 'player' and 'ground'. They both are separate classes, with a mask of their surface. This line is in both of their classes.
...ANSWER
Answered 2022-Mar-19 at 10:13The sprites do not only need the mask
attribute, they also need the rect
attribute. the mask
defines the bitmask and rect
specifies the posiotion of the sprite on the screen. See pygame.sprite.collide_mask
:
Tests for collision between two sprites, by testing if their bitmasks overla. If the sprites have a mask attribute, it is used as the mask, otherwise a mask is created from the sprite's image. Sprites must have a rect attribute; the mask attribute is optional.
If sprites are used in pygame.sprite.Group
s then each sprite should have image
and rect
attributes. pygame.sprite.Group.draw()
and pygame.sprite.Group.update()
are methods which are provided by pygame.sprite.Group
.
The latter delegates to the update
method of the contained pygame.sprite.Sprite
s — you have to implement the method. See pygame.sprite.Group.update()
:
Calls the
update()
method on all Sprites in the Group. [...]
The former uses the image
and rect
attributes of the contained pygame.sprite.Sprite
s to draw the objects — you have to ensure that the pygame.sprite.Sprite
s have the required attributes. See pygame.sprite.Group.draw()
:
Draws the contained Sprites to the Surface argument. This uses the
Sprite.image
attribute for the source surface, andSprite.rect
. [...]
Minimal example
QUESTION
I tried to add a spritesheet to my Phaser game the same way I've done it a few times before, however this time it seems to not load the images correctly, causing it to display a black & green square instead and causing it to throw an error when trying to play an animation.
Can anyone tell what is causing this issue?
(Warning: Playing the Code here seems to freeze up your browser for a few seconds, alternatively view on JSFiddle: https://jsfiddle.net/cak3goru/4/ )
...ANSWER
Answered 2022-Feb-23 at 05:57The problem is, that you are using the wrong function, you should use this.anims.generateFrameNames
, and not this.anims.generateFrameNumbers
.
And set the correct key clean
for the sprite.
the line should be:
QUESTION
let pokeApi = ()=>{
let randomize = Math.floor(Math.random() * 898);
let url = `https://pokeapi.co/api/v2/pokemon/${randomize}`
fetch(url)
.then((res) => res.json())
.then((pokeData) => {
console.log(pokeData)
})
}
...ANSWER
Answered 2022-Jan-27 at 00:12You should apply destructing to the result of the fetch. You can do it like this:
QUESTION
What's the most concise (and ideally, most efficient) approach to sort the rendering order of sprites in the game scene at runtime, post add()
-ing the objects to the scene? Is there a built-in property on SpriteComponent
or SpriteAnimationGroupComponent
objects that can receive an int
to indicate the sort order and override the implicit sort order? I wanted to confirm there wasn't something already implemented in Flame prior to implementing my own Z-sorting algorithm from scratch.
Thanks!
...ANSWER
Answered 2021-Oct-10 at 08:13The z-index order is called priority
in Flame.
If you know before you add the component to the game what priority it has, you can send in the named field priority
to the constructor, like this:
QUESTION
I am trying to create a pygame environment with various shapes of sprites but my code seems not working. Here is what I have:
...ANSWER
Answered 2021-Aug-19 at 20:36You have to create a pygame.Surface
, instead of creating a new window (pygame.display.set_mode
).
The pixel format of the Surface must include a per-pixel alpha (SRCALPHA
). The center point of the circle must be the center of the Surface. The radius
must be half the size of the Surface:
QUESTION
I am trying to implement a mode 7 effect with C and SDL2. Eventually, I hope to be able to do cool effects, like change the height and field of view. But for now, I just want to get something simple working. This is what I have so far:
My problem is that that upon turning, I seem to be heading in the same direction, even when I try to turn a different way. It's hard to get a picture of this, but upon running my code, it should become clear.
I am very confused why this is the case. My code is largely based off of this tutorial. I left comments in my C code describing the intent of each section. If you know why my attempt to emulate the SNES's mode 7 isn't working, please let me know. Note: to turn, press the left and right arrow keys, and to move forward and backward, press forward and back. This code may not work on non-Intel systems since I am depending on Intel SIMD intrinsics. I am using clang 12.0.5, if that helps.
Here is my mode_7
function which drives the effect:
ANSWER
Answered 2021-Jun-30 at 19:23There are two main issues with your code. One part is:
QUESTION
I am using two sprites as parameters for a method but I am getting a null pointer exception error. Here is my code. The errors are in the checkCollision method. I was trying to declare the parameters Sprite s1 and Sprite s2 but they were still not recognized. I am not sure what I did wrong because when I declared other Sprites as parameters there was no null pointer exception. I would really appreciate your help. Thank you in advance.
...ANSWER
Answered 2021-Jun-05 at 05:42e
, l
, f
, ... are "Null Pointers". No object is assigned to this references. You need to create the Sprite
objects, before you append them to the ArrayList
:
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