Looking for a good Image Sprite generator tool [closed]
ZeroSprites is a CSS sprites generator aimed at area minimization using VLSI floorplaning algorithms. It can generate tighter sprites sheet than Sprite Generator and Spritemapper.
ZeroSprites is a CSS sprites generator aimed at area minimization using VLSI floorplaning algorithms. It can generate tighter sprites sheet than Sprite Generator and Spritemapper.
A Sprite is basically an image with a position, size, and rotation. You draw it using SpriteBatch, and once you have your your Sprites and your SpriteBatch, you have a simple, low-level way to get 2D images on the screen anywhere you want. The rest is up to you. Actor, on the other hand, is … Read more
So I figured it out using a combination of the tutorials above and have created the class below. It tweens towards your target and follows it around. Try it out. public interface IFocusable { Vector2 Position { get; } } public interface ICamera2D { /// <summary> /// Gets or sets the position of the camera … Read more
If the sprites area read into a BufferedImage, the getSubimage method can be used to get a subimage of the sprite sheet. The getSubimage method will take the x, y, and the width and height of the desired subimage, so the desired sprite can be obtained. Since most of the sprites seem to be the … Read more
Yes, you need assembler. It’s an interrupt timing trick. The VIC is able to show sprites in the border, but the frame is just hiding them, so the sprites can slide behind it. It’s connected to scan lines displayed by the VIC. For lower/upper borders it’s quite simple: Programm an interrupt, synced to start at … Read more
I cooked up a quick animation to demonstrate what’s happening here: The grid represents the output pixels of your display. I’ve overlaid on top of it the sliding sprite we want to sample, if we could render it with unlimited sub-pixel resolution. The dots in the center of each grid cell represent their sampling point. … Read more
If you use a Camera (which you should) changing the coordinate system is pretty simple: camera= new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); camera.setToOrtho(true, Gdx.graphics.getWidth(), Gdx.graphics.getHeight()); If you use TextureRegions and/or a TextureAtlas, all you need to do in addition to that is call region.flip(false, true). The reasons we use y-up by default (which you can easily change as … Read more
You can do this using CSS counters, in conjunction with the :before pseudo element: ol { list-style: none; counter-reset: item; } li { counter-increment: item; margin-bottom: 5px; } li:before { margin-right: 10px; content: counter(item); background: lightblue; border-radius: 100%; color: white; width: 1.2em; text-align: center; display: inline-block; } <ol> <li>item</li> <li>item</li> <li>item</li> <li>item</li> </ol>
MDN says that xlink:href is deprecated in favor of href. You should be able to use the href attribute directly. The example below includes both versions. As of React 0.14, xlink:href is available via React as the property xlinkHref. It is mentioned as one of the “notable enhancements” in the release notes for 0.14. <!– … Read more
Yes, if you use Font Awesome with Bootstrap! The icons are slightly different, but there are more of them, they look great at any size, and you can change the colors of them. Basically the icons are fonts and you can change the color of them just with the CSS color property. Integration instructions are … Read more