sprite | Embed | Chart library

 by   TimoStaudinger TypeScript Version: Current License: MIT

kandi X-RAY | sprite Summary

kandi X-RAY | sprite Summary

sprite is a TypeScript library typically used in User Interface, Chart, React, Nodejs, Visual Studio Code applications. sprite has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

🖌 Draw charts in code. Render in real-time. Embed anywhere as .png.
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            kandi-support Support

              sprite has a low active ecosystem.
              It has 203 star(s) with 6 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 0 open issues and 19 have been closed. On average issues are closed in 682 days. There are 2 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of sprite is current.

            kandi-Quality Quality

              sprite has no bugs reported.

            kandi-Security Security

              sprite has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              sprite is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              sprite releases are not available. You will need to build from source code and install.

            Top functions reviewed by kandi - BETA

            kandi's functional review helps you automatically verify the functionalities of the libraries and avoid rework.
            Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of sprite
            Get all kandi verified functions for this library.

            sprite Key Features

            No Key Features are available at this moment for sprite.

            sprite Examples and Code Snippets

            Write a sprite image to disk .
            pythondot img1Lines of Code : 26dot img1License : Permissive (MIT License)
            copy iconCopy
            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 =  
            Initialize the sprite .
            pythondot img2Lines of Code : 20dot img2License : Permissive (MIT License)
            copy iconCopy
            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  
            Adds an enemy sprite .
            pythondot img3Lines of Code : 20dot img3License : Permissive (MIT License)
            copy iconCopy
            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

            QUESTION

            pygame.display.update(); pygame.error: video system not initialized
            Asked 2021-Jun-15 at 18:28

            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 14:57

            Here, 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 :

            Source https://stackoverflow.com/questions/67987133

            QUESTION

            Drawing to a texture in Unity is very slow
            Asked 2021-Jun-15 at 08:58

            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 08:58

            In 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!

            Source https://stackoverflow.com/questions/67981287

            QUESTION

            how do i add a detect collision in pygame
            Asked 2021-Jun-15 at 04:41

            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 02:18

            Collision 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

            Source https://stackoverflow.com/questions/67978995

            QUESTION

            Phaser 3 BitmapText Tint suddenly not working
            Asked 2021-Jun-13 at 19:11

            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 19:11

            I 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.

            Source https://stackoverflow.com/questions/67942033

            QUESTION

            Making a game, should i load all the sprite animation images before start the game?
            Asked 2021-Jun-12 at 23:10

            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 23:10

            Preloading 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.

            Source https://stackoverflow.com/questions/67952732

            QUESTION

            Player1 control keys work, player2 keys don't work in pygame, any fixes?
            Asked 2021-Jun-12 at 20:05

            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 20:03

            You have constructed something like

            Source https://stackoverflow.com/questions/67952492

            QUESTION

            Acumatica Override Opportunity Create SO action
            Asked 2021-Jun-11 at 14:43

            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 14:43

            A 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.

            Source https://stackoverflow.com/questions/67928477

            QUESTION

            Typescript mixin constrained to typeof class
            Asked 2021-Jun-11 at 11:46

            I was following this example from the Typescript documentation:

            ...

            ANSWER

            Answered 2021-Jun-11 at 11:46

            This 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.

            Source https://stackoverflow.com/questions/67762619

            QUESTION

            How do you move the circle to the mouse position
            Asked 2021-Jun-11 at 04:31

            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 01:39

            This will move the circle to the mouse position. It doesn't move in one diagonal, but that can be changed.

            Source https://stackoverflow.com/questions/67929962

            QUESTION

            Swift - add .scn to sprite view
            Asked 2021-Jun-10 at 13:26

            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:

            Source https://stackoverflow.com/questions/67915188

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

            Vulnerabilities

            No vulnerabilities reported

            Install sprite

            You can download it from GitHub.

            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/TimoStaudinger/sprite.git

          • CLI

            gh repo clone TimoStaudinger/sprite

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            git@github.com:TimoStaudinger/sprite.git

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