sprites | sprite repository | Video Game library

 by   smogon JavaScript Version: Current License: No License

kandi X-RAY | sprites Summary

kandi X-RAY | sprites Summary

sprites is a JavaScript library typically used in Gaming, Video Game applications. sprites has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

The Smogon / Pokémon Showdown! sprite repository.
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            kandi-support Support

              sprites has a low active ecosystem.
              It has 15 star(s) with 10 fork(s). There are 6 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 2 have been closed. On average issues are closed in 3 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of sprites is current.

            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.
              Installation instructions, examples and code snippets are available.

            Top functions reviewed by kandi - BETA

            kandi has reviewed sprites and discovered the below as its top functions. This is intended to give you an instant insight into sprites implemented functionality, and help decide if they suit your requirements.
            • Copy sprite files .
            • Recursively copy files .
            • Convert a name toSmog - alias .
            • Convert name to string
            • Fixes a name to a JSON
            • decode a string
            • Converts a string to SID
            Get all kandi verified functions for this library.

            sprites Key Features

            No Key Features are available at this moment for sprites.

            sprites Examples and Code Snippets

            No Code Snippets are available at this moment for sprites.

            Community Discussions

            QUESTION

            Unable to detect multiple Rect Collisions in Pygame
            Asked 2022-Apr-10 at 05:13

            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 05:13

            You have to update the position of the rectangle before the collision test:

            Source https://stackoverflow.com/questions/71813826

            QUESTION

            Getting last element on click every time in Javascript loop with Phaser JS
            Asked 2022-Mar-31 at 12:55

            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 12:55

            Your 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:

            Source https://stackoverflow.com/questions/71626593

            QUESTION

            Unable to display pokemon image from pokeapi.co
            Asked 2022-Mar-29 at 07:40

            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 03:26

            Looking 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:

            Source https://stackoverflow.com/questions/69239521

            QUESTION

            Can't figure out how to check mask collision between two sprites
            Asked 2022-Mar-19 at 17:23

            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 10:13

            The 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.Groups 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.Sprites — 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.Sprites to draw the objects — you have to ensure that the pygame.sprite.Sprites 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, and Sprite.rect. [...]

            Minimal example

            Source https://stackoverflow.com/questions/71535185

            QUESTION

            Phaser 3: Spritesheet doesn't load correctly
            Asked 2022-Feb-23 at 05:57

            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 05:57

            The 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:

            Source https://stackoverflow.com/questions/71225698

            QUESTION

            Object destructuring API data so it's easier to grab?
            Asked 2022-Jan-27 at 00:12
            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 00:12

            You should apply destructing to the result of the fetch. You can do it like this:

            Source https://stackoverflow.com/questions/70871783

            QUESTION

            How do you sort the render order of sprites in Flame (Flutter) at runtime?
            Asked 2021-Oct-10 at 08:13

            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 08:13

            The 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:

            Source https://stackoverflow.com/questions/69160407

            QUESTION

            How to draw rectangle and circles in Pygame environment
            Asked 2021-Aug-19 at 20:42

            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 20:36

            You 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:

            Source https://stackoverflow.com/questions/68854226

            QUESTION

            The cause of uncontrolled camera movement in a mode 7 affine transformation?
            Asked 2021-Jun-30 at 19:23

            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 19:23

            There are two main issues with your code. One part is:

            Source https://stackoverflow.com/questions/68145687

            QUESTION

            Null pointer exception error as method parameter
            Asked 2021-Jun-05 at 05:42

            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 05:42

            e, 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:

            Source https://stackoverflow.com/questions/67845358

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

            Vulnerabilities

            No vulnerabilities reported

            Install sprites

            This project depends on.
            tup
            ImageMagick >= 7
            AdvPng (optional)
            OptiPNG (optional)
            pngquant (optional)
            pnpm
            node.js >= 13
            wine (optional)

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

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            gh repo clone smogon/sprites

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            git@github.com:smogon/sprites.git

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