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Making shaders more accessible

Mircosoft Game Dev

To explain the idea of how shaders work, let's consider a very simple shader for drawing a sprite to the screen. Our sprite is 32x32 pixels in size, and it must be drawn at some position. The following OpenGL code sends the sprite to the shader for drawing: OpenGL Commands. Vertex Program. Multiply by 2. Substract (1, 1).

Shaders 52
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[CC 3.8.1] AnimationClip.createWithSpriteFrames not working

Cocos

hi, I am leaning CC, I am more interested write code than using tool CC, but that is not working. I am using CC version 3.8.1 I am using CC version 3.8.1 createAnimationArray(bien,['23020_0_8', '23020_0_9', '23023_3_6'], 0.1, createAnimationArray(bien,['23020_0_8', '23020_0_9', '23023_3_6'], 0.1,

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Noob question about scripting animation

Cocos

That being said, I’m trying to determine if I can do something a certain way, and, if so, can someone provide a basic example of what the code would look like? Currently, my client engineer has 5 cards being dealt and each card sprite pulls from a random card image on an atlas. So, I am trying to create a card flip effect.

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Godot's 2D engine gets several improvements for upcoming 4.0

Mircosoft Game Dev

x is that, several times, sprites are separated in many nodes in order to be animated or assembled. 2D Masking / Clipping. branch, this will be doable in a much easier way, thanks to the "clip children" property in the visibility section. This has been added for 4.0 thanks to the new DirectionalLight2D node.