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jkisor
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Feb 18, 2024
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| let maxWait = 1000; | ||
| while(maxWait >= 0) | ||
| maxWait--; |
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Tricky -- I think I found a way without waiting. #37
EDIT: Well, this example uses width/height data returned from LoadTexture -- which is yet to be implemented.
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Only synchronous option is the deprecated XMLHttpRequest one
function getImageDimensions(url) {
let xhr = new XMLHttpRequest();
xhr.overrideMimeType('text/plain; charset=x-user-defined'); //needed to not have unicode just ascii for the header part
xhr.open('GET', url, false); // False for synchronous request
xhr.send();
if (xhr.status !== 200) {
throw new Error('Failed to fetch image: ' + xhr.status);
}
let data = xhr.responseText;
if (data.substr(1, 3) === 'PNG') {
let ihdr = data.indexOf('IHDR');
if (ihdr === -1) {
throw new Error('IHDR chunk not found');
}
var uint8 = Uint8Array.from(data.split("").map(x => x.charCodeAt()))
let width = uint8[ihdr + 4] << 24 | uint8[ihdr + 5] << 16 | uint8[ihdr + 6] << 8 | uint8[ihdr + 7];
let height = uint8[ihdr + 8] << 24 | uint8[ihdr + 9] << 16 | uint8[ihdr + 10] << 8 | uint8[ihdr + 11];
return { width, height };
}
throw new Error('Not a supported image');
}
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The hardest thing in web still is loading an image and having the width and height available for you in a single function.
For the other part it all works, but if the image initially is not loaded quick enough it will be a wrong sprite offset because it falls back to 256 for width and height.
And yes Tsoding, i used the
x = 0 || 256operator ....We should credit the Sprite Designer (which is done in the demo but in the source as well)
(c) Scarfy sprite by Eiden Marsal