sprite-sheet

Pygame: What is the best way to display these ships and their movement from sprite sheet?

与世无争的帅哥 提交于 2021-02-08 07:37:23
问题 Attached below is one of the sprite sheets I am using. Right now, I am wondering the best way to display the ships with their animation when moving. The ships have 9 frames. I have found old examples with deprecated code, or examples that have you break the images into individual files. I would love for someone to show me the best way to use these sprites as they are. Thank you for your time. 回答1: What is the best way can't be answered, because in the end that's subjective; and depends on

Pygame window crashing and sprite sheet issue

流过昼夜 提交于 2021-01-05 09:38:46
问题 So I've been testing out this code, I found a tutorial on how I can add spritesheets in pygame and decided to try this one: https://www.spriters-resource.com/3ds/dragonballzextremebutoden/sheet/67257/ I did as the video said and counted the columns and rows, this is my code: pygame.init() CLOCK = pygame.time.Clock() DS = pygame.display.set_mode((W, H)) FPS = 60 class spritesheet: def __init__(self, filename, cols, rows): self.sheet = pygame.image.load(filename).convert_alpha() self.cols =

Using sprite atlases in a multi resolution setup in Cocos2D-x

假如想象 提交于 2020-03-05 07:25:25
问题 I've just been able to setup a Cocos2d-x for a multiresolution environment. Ie supporting all/most of the available iPhone screen sizes. My next step is to scrap the individual files (bunch of pngs) and use sprite atlases (aka sprite sheets) instead. How does this work in Cocos2D-x? Does anyone have a working sample setup? Once again, Google and existing documentation (well, I don't think that exists) fail me. 回答1: For cocos2d-x v3.5... The cocos2d-x test classes are always a great place to

Using sprite atlases in a multi resolution setup in Cocos2D-x

瘦欲@ 提交于 2020-03-05 07:24:27
问题 I've just been able to setup a Cocos2d-x for a multiresolution environment. Ie supporting all/most of the available iPhone screen sizes. My next step is to scrap the individual files (bunch of pngs) and use sprite atlases (aka sprite sheets) instead. How does this work in Cocos2D-x? Does anyone have a working sample setup? Once again, Google and existing documentation (well, I don't think that exists) fail me. 回答1: For cocos2d-x v3.5... The cocos2d-x test classes are always a great place to

EaselJS animate though frames based in current frame

蹲街弑〆低调 提交于 2020-01-16 19:13:07
问题 I'm working with EaselJS SpriteSheets and I want to know how I can make my hero stop running smoothly, So if the SpriteSheet is playing the "run" animation and it's on frame 5, I'll need to animate though frames 6, 7, 8, 8, 8, 7, 6, 5 and then stop on 0 in order make my hero stand still. How can I do that? Here's my SpriteSheet: Note that the frames aren't consecutive: They go from 0 to 4, 4 to 0 then 5 to 8. Frame 9 is unused. Here's my SpriteSheet code: user.hero.bmp = new createjs.Bitmap(

Sprity (gulp spriting image/scss generator) various errors when run task

笑着哭i 提交于 2020-01-03 14:00:20
问题 Not being massively experienced with gulp, this may well be a simple mistake on my part, but I've not been able to find a solution that works anywhere online... hoping stack overflow can save me! I'm trying to create a spritesheet and associated SASS (.scss) stylesheet using the node plugin sprity. https://www.npmjs.com/package/sprity I've installed sprity and sprity-sass (as well as gulp-sass and others I was already using). I got a number of errors during installation - don't know if these

Sprity (gulp spriting image/scss generator) various errors when run task

我只是一个虾纸丫 提交于 2020-01-03 14:00:07
问题 Not being massively experienced with gulp, this may well be a simple mistake on my part, but I've not been able to find a solution that works anywhere online... hoping stack overflow can save me! I'm trying to create a spritesheet and associated SASS (.scss) stylesheet using the node plugin sprity. https://www.npmjs.com/package/sprity I've installed sprity and sprity-sass (as well as gulp-sass and others I was already using). I got a number of errors during installation - don't know if these

Media Fragment URI Alternative in CSS?

别说谁变了你拦得住时间么 提交于 2019-12-31 02:12:41
问题 So, I'm looking to do a background image in CSS using a sprite sheet. And just to be clear, no I am not going for this effect. I have a full sprite sheet, and I would like to take a 16px by 16px square on the sheet and set it as the background that will be repeated. At some point in the future, I hope to be able to do this via spacial dimensions using media fragments in the URL parameter, but since this isn't supported yet I'm looking for an alternative. Is there any way to get this same

Issue loading a sprite sheet

≯℡__Kan透↙ 提交于 2019-12-25 06:55:09
问题 I'm trying to load this spritesheet into an array of buffered image (each sprite into one BufferedImage) : I opened this file on photoshop. The width is 500 and the height is 666. So according to my calculation, I need to loop 64 times (8 rows and 8 columns) and for each sprite, its width is 500/8 (62.5) and its height is 666/8(83.25). Since getSubImage accepts only int parameters, I was forced to put the width as 62 and the height a 83 (and I think this is why it truncates my images). Here's

sprite sheet not working for retina display

痴心易碎 提交于 2019-12-25 04:12:27
问题 I have create a sprite sheet for non retina display and its working fine on simulator.. I have used the code -(Void)addSprites{ [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"image.plist"]; CCSpriteBatchNode *spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"image.png"]; [self addChild:spriteSheet]; // Load up the frames of our animation NSMutableArray *walkAnimFrames = [NSMutableArray array]; for(int i = 1; i < 5; i++) { [walkAnimFrames addObject:[