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How to reproduce the bug?
you can use the following file for testing!
In your source-code (gamedef.py),
use a spritesheet .png without any json information tied to it ,then
Spritesheet=pyv.gfx.Spritesheettileset=Spritesheet(img, 2) # use upscaling x2tileset.set_infos((32, 32))
EXIT_TILE_RANK=24adhoc_exit_tile=shared.TILESET.image_by_rank(EXIT_TILE_RANK)
# your custom code goes there
...
# then, we blit but we pass a full Rect (4 parameters)scrref.blit(
adhoc_exit_tile,
(potion['position'][0] *shared.CELL_SIDE, potion['position'][1] *shared.CELL_SIDE,
32, 32)
)
this will crash in web ctx
The text was updated successfully, but these errors were encountered:
the problem is related only to the case you use :
a spritesheet without the JSON data + pre-defined loading mechanism (when loading an asset that has the format: thing.json+thing.png the class gfx.JsonBasedSprSheet is automatically used and that method works fine in the web ctx)
How to reproduce the bug?
you can use the following file for testing!
In your source-code (
gamedef.py
),use a spritesheet .png without any json information tied to it ,then
this will crash in web ctx
The text was updated successfully, but these errors were encountered: