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require 'squib'
Squib::Deck.new(width: 825, height: 1125, cards: 1) do
background color: '#0b7c8e'
rect x: 38, y: 38, width: 750, height: 1050, x_radius: 38, y_radius: 38
png file: 'shiny-purse.png', x: 620, y: 75 # no scaling is done by default
svg file: 'spanner.svg', x: 620, y: 218
# Can be scaled if width and height are set
svg file: 'spanner.svg', x: 50, y: 50, width: 250, height: 250
png file: 'shiny-purse.png', x: 305, y: 50, width: 250, height: 250
#...but PNGs will warn if it's an upscale
# Can be scaled using just width or height, if one of them is set to :scale
svg file: 'spanner.svg', x: 200, y: 350, width: 35, height: :scale
svg file: 'spanner.svg', x: 200, y: 390, width: :scale, height: 35
png file: 'shiny-purse.png', x: 240, y: 350, width: 35, height: :scale
png file: 'shiny-purse.png', x: 240, y: 390, width: :scale, height: 35
# You can also crop the loaded images, so you can work from a sprite sheet
png file: 'sprites.png', x: 300, y: 350 # entire sprite sheet
png file: 'sprites.png', x: 300, y: 425, # just the robot golem image
crop_x: 0, crop_y: 0, crop_corner_radius: 10,
crop_width: 64, crop_height: 64
png file: 'sprites.png', x: 400, y: 425, # just the drakkar ship image
crop_x: 64, crop_y: 0, crop_corner_x_radius: 25, crop_corner_y_radius: 25,
crop_width: 64, crop_height: 64
png file: 'sprites.png', x: 500, y: 415, # just the drakkar ship image, rotated
crop_x: 64, crop_y: 0, crop_corner_x_radius: 25, crop_corner_y_radius: 25,
crop_width: 64, crop_height: 64, angle: Math::PI / 6
# We can also limit our rendering to a single object, if the SVG ID is set
svg file: 'spanner.svg', id: '#backdrop', x: 50, y: 350, width: 75, height: 75
# Squib prepends a #-sign if one is not specified
svg file: 'spanner.svg', id: 'backdrop', x: 50, y: 450, width: 125, height: 125
# We can also load SVGs as a string of XML
svg data: File.read('spanner.svg'), x: 50, y: 600, width: 75, height: 75
# The svg data field works nicely with modifying the SVG XML on-the-fly.
# To run this one, do `gem install game_icons` and uncomment the following
#
# require 'game_icons'
# svg data: GameIcons.get('angler-fish').recolor(fg: '#ccc', bg: '#333').string,
# x: 150, y: 600, width: 75, height: 75
#
# More examples at https://github.com/andymeneely/game_icons
# (or `gem install game_icons`) to get & manipulate art from game-icons.net
# Nokogiri (already included in Squib) is also great for XML manipulation.
# WARNING! If you choose to use the SVG ID, the x-y coordinates are still
# relative to the SVG page. See this example in an SVG editor
svg file: 'offset.svg', id: 'thing', x: 0, y: 0, width: 600, height: 600
# Over 15 different blending operators are supported.
# See http://cairographics.org/operators
# Alpha transparency too
png file: 'ball.png', x: 50, y: 700
png file: 'grit.png', x: 70, y: 750, blend: :color_burn, alpha: 0.75
# Images can be rotated around their upper-left corner
png file: 'shiny-purse.png', x: 300, y: 700, angle: 0.0 # default (no rotate)
png file: 'shiny-purse.png', x: 300, y: 800, angle: Math::PI / 4
svg file: 'spanner.svg', x: 300, y: 900, angle: Math::PI / 2 - 0.1
# Images can also be used as masks instead of being directly painted.
# This is particularly useful for switching directly over to black-and-white for printing
# Or, if you want the same image to be used but with different colors/gradients
svg mask: '#00ff00',
file: 'glass-heart.svg',
x: 500, y: 600, width: 200, height: 200
svg mask: '(0,0)(0,500) #ccc@0.0 #333@1.0',
file: 'glass-heart.svg',
x: 500, y: 800, width: 200, height: 200
# Masks are based on the alpha channel, so this is just a magenta square
png mask: :magenta, file: 'shiny-purse.png',
x: 650, y: 950
# Note that this method does nothing, even though it would normally fill up
# the card. force_id: true looks to the id field to be non-empty to render.
# This is useful if you have multiple different icons in one SVG file,
# but sometimes want to use none.
# e.g. id: [:attack, :defend, nil]
svg file: 'spanner.svg', width: :deck, height: :deck,
force_id: true, id: '' # <-- the important part
save prefix: 'load_images_', format: :png
end