blit | : space_invader : Blitting library for 2D sprites | Game Engine library

 by   tversteeg Rust Version: v0.8.1 License: GPL-3.0

kandi X-RAY | blit Summary

kandi X-RAY | blit Summary

blit is a Rust library typically used in Gaming, Game Engine applications. blit has no bugs, it has no vulnerabilities, it has a Strong Copyleft License and it has low support. You can download it from GitHub.

A Rust library for blitting 2D sprites.
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            kandi-support Support

              blit has a low active ecosystem.
              It has 25 star(s) with 3 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 2 open issues and 4 have been closed. On average issues are closed in 430 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of blit is v0.8.1

            kandi-Quality Quality

              blit has 0 bugs and 0 code smells.

            kandi-Security Security

              blit has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              blit code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              blit is licensed under the GPL-3.0 License. This license is Strong Copyleft.
              Strong Copyleft licenses enforce sharing, and you can use them when creating open source projects.

            kandi-Reuse Reuse

              blit releases are available to install and integrate.
              Installation instructions are not available. Examples and code snippets are available.

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            blit Key Features

            No Key Features are available at this moment for blit.

            blit Examples and Code Snippets

            blit,Examples
            Rustdot img1Lines of Code : 28dot img1License : Strong Copyleft (GPL-3.0)
            copy iconCopy
            extern crate image;
            
            use blit::*;
            
            const WIDTH: usize = 180;
            const HEIGHT: usize = 180;
            const MASK_COLOR: u32 = 0xFF00FF;
            
            let mut buffer: Vec = vec![0xFFFFFFFF; WIDTH * HEIGHT];
            
            let img = image::open("examples/smiley.png").unwrap();
            let img_rgb = i  
            blit,Usage
            Rustdot img2Lines of Code : 3dot img2License : Strong Copyleft (GPL-3.0)
            copy iconCopy
            [dependencies]
            blit = "0.5"
            
            extern crate blit;
              
            blit,Usage,Run the example
            Rustdot img3Lines of Code : 1dot img3License : Strong Copyleft (GPL-3.0)
            copy iconCopy
            cargo run --example smiley
              

            Community Discussions

            QUESTION

            Need help loading images using a for loop in PyGame
            Asked 2022-Jan-31 at 04:53

            I'm trying to load images in PyGame based on a value, like when the value is 6 it sets the image to be image number 6.

            ...

            ANSWER

            Answered 2022-Jan-31 at 03:42

            I have some code for running through frames of an animation which I know works

            The code:

            Source https://stackoverflow.com/questions/70919876

            QUESTION

            How to give a warning when a moving object deviates from a path by a specific margin?
            Asked 2021-Dec-27 at 18:44

            In my pygame-code, I have a drone that is supposed to follow a flight path.

            I used pygame.draw.lines to draw lines between specified points. Now, I have a flight path with 10 points where after each point the path angle changes (a bit like a zigzag). The player can move the drone by pressing the keys.

            My goal is to print a warning once the drone deviates from the path, e.g. by +/-30. I have been racking my brain for two days but can't come up with a condition to detect a deviation. I just can't figure out how to approach this.

            I can determine the drone's x-coordinate at any time but how do I determine the offset from the path? I have attached an image to visualize my problem.

            Edit: As I am a beginner my code is a mess but when copy-pasting it, I guess only the lines 35-91 are interesting. Thank you for any kind of advice in advance!!

            ...

            ANSWER

            Answered 2021-Dec-27 at 01:52

            The interesting part of the question is of course finding the nearest point on the desired path to the actual position; distance is easy. The hard part of that is in turn identifying the nearest element (line segment) of the path; projecting onto it is also straightforward.

            If the path is simple enough (in particular, if it doesn’t branch and it’s impossible/disallowed to skip sections at a self-intersection), you can finesse that part by just maintaining that current element in a variable and updating it to the previous or next element when the projection onto one of them is closer than the projection onto the current one. This is a typical algorithm used by racing games to determine the instantaneous order of racers.

            Source https://stackoverflow.com/questions/70490538

            QUESTION

            Pygame, how to remove trail from a player when moving, I tried filling screen but still didnt work for me
            Asked 2021-Dec-19 at 00:51

            So I am trying to remove the trail from player while it moves. I tried to do screen.fill, but when I do it, then the whole map disappears. I want to achieve a simple moving ascii letter. - tiles(map1) is supposed to draw the map, however if I put screen.fill before it, then the map will disappear i have no idea why.

            ...

            ANSWER

            Answered 2021-Dec-19 at 00:46
            tile = pygame.draw.rect(screen, (255,255,255), [0,0,10,10])
            

            Source https://stackoverflow.com/questions/70408128

            QUESTION

            apply pixel shader with WinRT's Windows.Graphics.Capture
            Asked 2021-Nov-16 at 16:56

            The continuation of my previous question, I am able to find a way to capture a live screen without own window with help of WinRT's Windows.Graphics.Capture. I can concentrate directly on a particular window handle to get live capture. now, the problem with this approach is I am not able to apply pixel shader. The question Applying HLSL Pixel Shaders to Win32 Screen Capture having the same requirement but the answer to that question is not solving my problem.

            Code with more information:

            ...

            ANSWER

            Answered 2021-Sep-22 at 13:38

            everything was correct except the copy resource call was missing once the new frame arrives.

            Source https://stackoverflow.com/questions/69158110

            QUESTION

            Pipes not displaying in flappy bird game for pygame with NEAT
            Asked 2021-Oct-30 at 21:13

            I was following a tutorial with tech with time and at the end of part 4 every thing was working, part 5 just explains neat then there was implementation of neat in part 6 and by the time we tested the code again half way through part 7 (the last part) it was not working properly but no error codes.

            I have tried moving the pygame.display.update() to different locations and it does not seem to help.

            I have tried changing the draw order so that the birds are drawn first and then the pipes and it did not seem to help.

            ...

            ANSWER

            Answered 2021-Oct-30 at 21:13

            There is a problem with the Indentation. This means that pipe.move() is never called and the pipes remain on the far right out of the window:

            Source https://stackoverflow.com/questions/68751116

            QUESTION

            Rotate a rectangle over waves
            Asked 2021-Oct-27 at 19:42

            I am trying to move a rectangle over the waves,trying to simulate a boat sailing. For that, I rotate the rectangle using the height of the drawn lines and calculating the angle they form with the rectangle. However, for some reason, in some points of the waves the rectangle is flickering. The code shows the problem.

            ...

            ANSWER

            Answered 2021-Oct-27 at 19:42

            It's about accuracy. You can improve the result by storing the water level with floating point precision:

            Source https://stackoverflow.com/questions/69742633

            QUESTION

            How to blit objects from a list on screen after sorting by attribute?
            Asked 2021-Oct-02 at 14:13

            I tried to make a simple line sorting algorithm by height in Python using pygame.

            The idea was simple. Generate 100 instances of objects with height attributes of a random value from a class into a list and then draw them onto the display. After clicking the right keyboard arrow, use the sort function to sort objects in the list by height attribute and redraw them again.

            For some reason, it always keeps drawing the unsorted/list version of the list. So either it doesn't sort the objects by attribute well or I made a mistake somewhere else.

            Can anyone help me find the problem?

            ...

            ANSWER

            Answered 2021-Oct-02 at 14:13

            Each Line is drawn with the size and position stored in the the line.rect attribute. Therefore, it is not enough to sort the list. You'll also need to update the x-coordinate of the line rectangle. You have 2 possibilities.

            Option 1: Update the line.rect.x coordinate when sorting the list:

            Source https://stackoverflow.com/questions/69417585

            QUESTION

            Change background after a certain number of collisions in pygame
            Asked 2021-Sep-29 at 14:04

            I am attempting to switch the background only if a certain number of collisions (or hits on the balloons) is detected. The collisions are between a gun and 7 balloons blitted on the screen.

            Note: The collision works perfectly fine.

            Currently, 7 balloons show up and each time I hit a balloon it switches backgrounds. What should happen is when you hit 1 balloon out of 7 on the first background, it changes to the second background where you hit 1 balloon again out of the 7 displayed. When you hit a balloon on the second background, it changes back to the first. Then (back on the first background) you hit 2 balloons (out of 7), where it then changes to the second background where you hit 2 balloons again, and so on. So the number of hits should be like 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7; (out of 7 total displayed balloons) where the first number in each pair is the number of hits in the first background and the second is the new background.

            This is what changes the background:

            ...

            ANSWER

            Answered 2021-Sep-29 at 13:39

            First, you need a global variable to track the number of hits.

            Source https://stackoverflow.com/questions/69340567

            QUESTION

            Pygame is running game of life very slowly
            Asked 2021-Sep-08 at 20:31

            The couple other questions related to this were solved by moving a draw event out of a loop it shouldn't be in. I don't have this issue though. Any help would be greatly appreciated!

            Python: 3.8

            Pygame: 1.9.6

            If you need to test play:

            Run the game. Draw on the screen to place live cells. Click 'R' to start. You can also click 'S' after starting to stop and draw again, but you'll have to wait a few generations after clicking before it actually stops (due to the same lag I assume).

            ...

            ANSWER

            Answered 2021-Sep-04 at 17:47

            The numpy array is way too big. You create an array for every pixel, not every cell. So don't calculate it for every cell, but for every pixel.

            Change the size of the array in the NextGeneration and the Run method:

            newGeneration = numpy.zeros(self.ScreenWidth//2, self.ScreenHeight//2, dtype=int)

            Source https://stackoverflow.com/questions/69056318

            QUESTION

            Saving an animated Matplotlib graph as a GIF file results in a different looking plot
            Asked 2021-Sep-01 at 18:21

            I created an animated plot using FuncAnimation from the Matplotlib Animation class, and I want to save it as a .gif file. When I run the script, the output looks normal, and looks like this (the animation works fine):

            However, when I try to save the animated plot as a .gif file using ImageMagick or PillowWriter, the plot looks like the following graph:

            The lines are clearly much thicker, and in general, just looks very bad. The problem is attributed to the points (the purple, and red circles). Thus it seems like the plot is writing over each frame (which I think is the case). I can avoid this by just getting rid of them all together. But I don't want to do that as it would be hard to see the lines.

            Here is the code:

            ...

            ANSWER

            Answered 2021-Sep-01 at 18:21

            See if this works. I don't have Imagemagick so I used Pillow.

            To prevent the animation showing stacked frames (i.e., dot traces), the trick is to clear the axes to refresh each frame. Then set xlim and ylim for each frame, and plot the incremental lines using ax.plot(x1[0:i], y1[0:i]...

            To improve the image resolution, set the output dpi to a suitable value. I played around with it and settled on 300 to get sharp lines and axes lines/numbers.

            Source https://stackoverflow.com/questions/68960005

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

            Vulnerabilities

            No vulnerabilities reported

            Install blit

            You can download it from GitHub.
            Rust is installed and managed by the rustup tool. Rust has a 6-week rapid release process and supports a great number of platforms, so there are many builds of Rust available at any time. Please refer rust-lang.org for more information.

            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/tversteeg/blit.git

          • CLI

            gh repo clone tversteeg/blit

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            git@github.com:tversteeg/blit.git

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