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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of sprites
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Community Discussions
Trending Discussions on sprites
QUESTION
Here is my underdeveloped pygame ping-pong game, but my sprites(player&opponent) ain't moving, on giving a keyboard input. And when I quit the program, it yells an error pygame.error: video system not initialized
. My pygame is the latest 1.9.6 version with all the files up-to-daee. However, I am certain that pygame.display
is generating this error, but I even tried pygame.display.init()
and that too didn't worked :(
ANSWER
Answered 2021-Jun-15 at 14:57Here, you have two different problems :
First the movement is not working because to differentiate the keys, you use event.type
to compare where it should be event.key
. Try with for example :
QUESTION
i found this unfinished file in my files and now i need to finish it, only problem is idk really how do i detect collision with the bullet and the player thing and/or the bullet and the enemy thing, when the bullets collide with the enemy it still dies, i just don't remember how.
here's the code ig help thanks
...ANSWER
Answered 2021-Jun-15 at 02:18Collision detection depends on your needs.
- Bounding boxes are simple and can detect if the x, y edges of each object are not within one another. This is fine for fast moving games and things where you don't necessarily require point precision.
- Distance vectors are also simple and perfect solution for circle collisions. They calculate the difference in distance between two objects according to a radius prescribed with the hypotenuse of distX^2 + distY^2.
- Compound bounding objects are harder to calculate, especially for concave areas on objects of arbitrary shape. There are too many notable and novel approaches to collision detection beyond these to remark on here.
They're also increasingly complex depending on things like variability (if they're deformable objects, if they have particle seams, etc and 2d vs 3d object collision can be vastly different worlds as well. There are tons of articles, but I'll post one with implementation here
QUESTION
It's better to load all animations sprites in a array before start or do this that also works fine too:
...ANSWER
Answered 2021-Jun-12 at 23:10Preloading is usually the best thing to do (at least for frequently used assets, such as animation sprites), for these reasons:
- Fetching resources over a network has a latency cost associated with it. When you are doing it during a game that should be running at 30-60 frames per second and responding to user inputs quickly, it may significantly degrade the player's experience.
- If you are loading images on demand, you will need to consider the possibility that the image loading may fail (because of a network failure, for example) and what should be done in such a situation. An advantage of preloading is that you can choose to not let your game start if important assets are not available.
In addition, the code you have posted will not work as you may have expected it to. It will only display frame3.png
. This is because JavaScript in the browser is single-threaded: update
and the keydown listener will never run concurrently, so the ctx.drawImage
call in update
will not see frame.src
set to frame1.png
or frame2.png
.
QUESTION
I'm trying to add a .scn
file to my sprite view but am getting this error: -[SCNScene removeFromParent]: unrecognized selector sent to instance 0x600000628d80
. How can I add a .scn
file to my spriteview
?
ANSWER
Answered 2021-Jun-10 at 13:26.scn
files are SceneKit Scenes files, you can't load directly on SKNode
.
You could load the scene file on a SCNScene with:
QUESTION
I'm trying to make a platformer with a parallax background. I managed the code and also made sure to add .convert
.
It is running pretty well for the most part, but every now and then there are periodic lag spikes.
ANSWER
Answered 2021-Jun-09 at 07:38Do not load the images in the application loop. Loading an image is very time consuming because the image file has to be read and interpreted. Load the images once at the begin of the application:
QUESTION
I am trying to make a simple game with pygame, and I am running into the following general issue.
Suppose we have two sprites, call them sprite1
and sprite2
, each with their corresponding rect
and image
attributes. These sprites are "clickable", in the sense that when the user clicks on them something should happen. I usually implement this by adding the following into the game loop:
ANSWER
Answered 2021-Jun-07 at 13:01You can create a list of all sprites in order of z-index/how far front they are, starting with closer sprites.
QUESTION
So I've been wondering how to use the pygame groupcollide. And I'm utterly stumped right now. As I am using collide_rect and it is fine. But for groupcollide I can't seem to figure out how to call the properties of the item inside of that group. And I can't do collide rect because there's going to be a lot of bullets.
...ANSWER
Answered 2021-Jun-08 at 16:07You cannot use pygame.sprite.groupcollide()
here, because the bullets collide with the player that shoots the bullets.
You have to use pygame.sprite.spritecollide()
, with one player and the bullets of the opponent. Call it once for each player.
QUESTION
I'm attempting to create a 2D platformer with shooting mechanics in LC3 Assembly. Since this is from complete scratch, I also need to create the game engine. I have spent the past 4 hours creating a sprite library, and due to what I hope to be ignorance of a perhaps more efficient method, that means writing out the color data for each individual pixel in a 20px20p area for each sprite.
...ANSWER
Answered 2021-Jun-07 at 18:48- We can represent simple images as text, store that in a file, and write a C or C# program to read the text file and generate data as
.FILL
statements. Here, a simple B&W image for a box might look like this in text:
QUESTION
So I have been trying to fade an image in and out. I found this tutorial and I copied the code exactly and changed the images to my images, but it comes up with errors;
...ANSWER
Answered 2021-May-26 at 21:03I figured out a better way to do this :D
QUESTION
I have written two versions of the same bouncing ball game. One is OOP based and one is procedural, and I would expect them to do the same thing. Except, the Object Oriented program behaves differently.
I don't know the best way to explain it but the procedural code 'bouncing' keeps the ball bouncing indefinitely and bouncing to the same height each time. But the OOP code 'bouncing' increases the bounce height on each consecutive bounce. Yet I cannot find a difference in the logic between them.
OOP code
...ANSWER
Answered 2021-Jun-07 at 09:57rect_x
and rect_y
can store floating point values. However rect.x
and rect.y
cannot just store integral values.
Since pygame.Rect
is supposed to represent an area on the screen, a pygame.Rect
object can only store integral data.
The coordinates for Rect objects are all integers. [...]
The fraction part of the coordinates gets lost when the new position of the object is assigned to the Rect object. If this is done every frame, the position error will accumulate over time.
If you want to store object positions with floating point accuracy, you have to store the location of the object in separate variables respectively attributes and to synchronize the pygame.Rect
object. round
the coordinates and assign it to the location (e.g. .topleft
) of the rectangle:
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Install sprites
You can use sprites like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.
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