sprite | Embed | Chart library
kandi X-RAY | sprite Summary
kandi X-RAY | sprite Summary
🖌 Draw charts in code. Render in real-time. Embed anywhere as .png.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of sprite
sprite Key Features
sprite Examples and Code Snippets
def write_sprite_image(filename, images):
"""
Create a sprite image consisting of sample images
:param filename: name of the file to save on disk
:param shape: tensor of flattened images
"""
num_img, img_w, img_h =
def __init__(self):
self._init_pygame()
self.screen = pygame.display.set_mode((800, 600))
self.background = load_sprite("space", False)
self.clock = pygame.time.Clock()
self.asteroids = []
self.bullets
def add_enemy(self, delta_time: float):
"""Adds a new enemy to the screen
Arguments:
delta_time {float} -- How much time has passed since the last call
"""
# First, create the new enemy sprite
ene
Community Discussions
Trending Discussions on sprite
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 have been learning Unity for the last few weeks in order to create a simple ant simulation. The way I was rendering everything was writing to a texture the size of the camera in the Update
function. It works, but problem is that it is extremely slow, getting only around 3-4 FPS doing so. What could be done to speed it up? Maybe a completely different way of rendering?
Here is the code of a simple test where some Ants just move around in random directions. I have the AntScript.cs
attached to the camera with a texture under a Canvas
where everything is being written to.
AntScript.cs
ANSWER
Answered 2021-Jun-15 at 08:58In general instead of using Texture2D.SetPixel
on individual pixels rather use Texture2D.GetPixels
and Texture2D.SetPixels
on the entire image (or the section you changed).
This is already way more efficient!
Then using Texture2D.GetPixels32
and Texture2D.SetPixels32
which do use raw byte color format (0 to 255 instead of 0f to 1f) is even faster!
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
My code was working just fine one minute and the next it is not.
The issue relates to BitmapText tint.
I am using the CDN for Phaser 3.54.0.
Is there any reason why tint does show? I didn't touch the code relating to BitmapText variables.
This is the code...
...ANSWER
Answered 2021-Jun-13 at 19:11I suspect (I could be wrong) my problem is related to my browser. I had updates due on Chrome. It turned out that Phaser.AUTO was defaulting to Canvas instead of WebGL. It seemed that WebGL was not available somehow.
Since BitmapText Tint only works on WebGL, it was affected when WebGL became unavailable. It couldn't work.
After I restarted my computer and the updates on Chrome took effect, everything went back to normal and Tint worked again.
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
There are zero errors that pop up although, the keys work for player1 yet they don't for player2. Class player1 and player2 were copy and pasted which is most likely the problem. Any fixes? The classes set up the movement and set up some variables, while in the function 'main' is where the problem most likely is in.
...ANSWER
Answered 2021-Jun-12 at 20:03You have constructed something like
QUESTION
I have a need to modify the behavior of the Create Sales Order action on the Opportunity screen.
I'm trying to find the best / least intrusive method possible. I have a snippet of the base code below.
The changes I need to make are relatively simple. I need to populate some custom fields that exist on new SO.
What's the best approach?
...ANSWER
Answered 2021-Jun-11 at 14:43A simple override should accomplish your goal. Below is an example, which injects custom logic into the event handler SOOrder.RowInserted, during the Create Sales Order action. Then allow the action to finish normally. This approach extends the action with your custom logic, while retaining base code of the Action.
QUESTION
I was following this example from the Typescript documentation:
...ANSWER
Answered 2021-Jun-11 at 11:46This appears to be a mistake in the documentation. The generic parameter T
is the return type of the constructor, so it should be the object type Sprite
rather than the class type typeof Sprite
.
I've submitted a PR to fix it: https://github.com/microsoft/TypeScript-Website/pull/1862
Update: The PR has been merged and the Constrained-mixins documentation now uses GConstructor
istead of GConstructor
.
QUESTION
I created a circle in pygame. The circle moves to wherever you click, but instead of "walking" over there, it just appears. I tried some ways, but it doesn't work. If you could find out a way to do it, that would be great. The moving function is in the move function in the Player class.
...ANSWER
Answered 2021-Jun-11 at 01:39This will move the circle to the mouse position. It doesn't move in one diagonal, but that can be changed.
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:
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