sprite-sheet

Cache SpriteSheets in EaselJS

人走茶凉 提交于 2019-12-24 00:45:27
问题 How can I cache SpriteSheets in EaselJS? I have a Sprite object and when I use user.hero.cache(0, 0, 30, 40); it stops playing animation (probably because I'm just caching the current frame, not the entire SpriteSheet image). So how can I cache it? Here's my relevant EaselJS code: data = { images: ["Graphics/hero.png"], frames: { width: 30, height: 40 }, animations: { stand: 0, run: [1, 2, "runLoop", 0.15], runLoop: [3, 7, true, 0.15], jump: [8, 10, "happy", 0.5], happy: 11, fall: 12,

XNA Game, Full Screen Animation / Video Playback

此生再无相见时 提交于 2019-12-22 11:37:36
问题 I have an XNA game (its a slot machine). I have some really cool animations my artist made for me that are more or less 1600x1000 and over 50 frames. For all of the animations so far I have been using sprite sheets. (Where all the frames are in one image file and when its rendered it chooses what part of the image to show). The problem is that you can only load an image of a certain size. 2kx2k or 4kx4k depending on your videocard. Obviously putting each frame into one file is out of the

svg + Sprite sheet + d3 + clipPath + position + size

隐身守侯 提交于 2019-12-20 23:29:49
问题 Need to apologize in advance: for length and for my ignorance. I'm trying to teach myself new concepts: d3.js and sprite sheets. The sprite sheet concept is simple to understand, but I'm confused how to integrate this into d3. Basically what I want to do is to select the sprite that I want to use as an image from the sprite sheet and then use d3 to display this selected sprite somewhere else on the page, and most likely multiple copies of the same sprite. The actual sprite sheet for reference

Spritesheet programmatically cutting: best practices

谁说胖子不能爱 提交于 2019-12-17 16:03:54
问题 I have a big spritesheet (3808x1632) composed by 42 frames. I would present an animation with these frames and I use a thread to load a bitmap array with all the frames, with a splash screen waiting for its end. I'm not using a SurfaceView (and a draw function of a canvas), I just load frame by frame in an ImageView in my main layout. My approach is similar to Loading a large number of images from a spritesheet The completion actually takes almost 15 seconds, not acceptable. I use this kind

Spritesheet programmatically cutting: best practices

喜夏-厌秋 提交于 2019-12-17 16:02:55
问题 I have a big spritesheet (3808x1632) composed by 42 frames. I would present an animation with these frames and I use a thread to load a bitmap array with all the frames, with a splash screen waiting for its end. I'm not using a SurfaceView (and a draw function of a canvas), I just load frame by frame in an ImageView in my main layout. My approach is similar to Loading a large number of images from a spritesheet The completion actually takes almost 15 seconds, not acceptable. I use this kind

8-direction Figure Animation with Arrow Keys

倖福魔咒の 提交于 2019-12-12 19:52:32
问题 I've been charged with designing a demo for an isometric video game in ActionScript 3. I have the bitmap spritesheets that show the avatar I'm using standing and walking in each direction. The walking animation is made up of three frames. My problem, though, is that I need to figure out how to make use of them. I'm not familiar with animation in Flash, and I need input on how to gotoAndPlay() the walking frames for the right direction. I don't think isolating the necessary DIRECTION is going

Texture packing animation images/Sprite sheets efficiently-Libgdx

僤鯓⒐⒋嵵緔 提交于 2019-12-12 04:32:13
问题 For my LibGdx project,I have assets including single images and sprite sheets for animation.I know it is efficient to pack everything in to a single atlas. But when it comes to sprite sheets,how can I pack it?Do I have to use a single sprite sheet or single images of a sprite sheet while packing? Eg:I have a sprite sheet named 'snake' with 4 frames. also I have snake frames in snake_01,snake_02,snake_03 and snake_04. Which one is the better way? 回答1: The second way is much less time consuming

how to differentiate animation from single sprite sheet in ios?

和自甴很熟 提交于 2019-12-12 02:19:54
问题 I am working on application which is using sprite sheet without help of cocos2D . I am using below images as sprite sheet In the bow picture there are many different images . I want to make them animation at different position I have follow this tutorial but it has only one animation UIKit-TexturePacker I want to achieve this without help of cocos2d (using UIKIT). Any help would be appreciated. 回答1: You have 2 choices: The hard way You take the sprite sheet as it is and extract the

drawing part of open gl texture

杀马特。学长 韩版系。学妹 提交于 2019-12-12 01:26:09
问题 I am trying to draw only part of my sprite sheet. But it just scales the image and no drawing 1/3 of the width of the image. How can I crop the image so only 1/3 shows. Text is below ( ios 7,opengl es 2)- (GLKMatrix4) modelMatrix { GLKMatrix4 modelMatrix = GLKMatrix4Identity; modelMatrix = GLKMatrix4Translate(modelMatrix, x, y, 0); return modelMatrix; } - (void)setSprite:(NSString *)fileName effect:(GLKBaseEffect *)newEffect { // 1 self.effect = newEffect; // 2 NSDictionary * options =

What's the best way of reading a sprite sheet in Java?

吃可爱长大的小学妹 提交于 2019-12-11 18:25:14
问题 I'm writing a basic sprite engine for my own amusement and to get better aquainted with Java's 2d API. Currently I am making use of large numbers of separate .png files with transparent backgrounds to represent the various sprites and different frames of animation that I need. Most 'real world' game development projects seem to make use of 'sprite sheets' which contain multiple sprites or frames of animation within a single file. Also, rather than making use of native image transparency