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99 lines
4.7 KiB
99 lines
4.7 KiB
require 'squib' |
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Squib::Deck.new(width: 825, height: 1125, cards: 1, config: 'load_images_config.yml') do |
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background color: '#0b7c8e' |
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rect x: 38, y: 38, width: 750, height: 1050, x_radius: 38, y_radius: 38 |
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png file: 'shiny-purse.png', x: 620, y: 75 # no scaling is done by default |
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svg file: 'spanner.svg', x: 620, y: 218 |
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# Can be scaled if width and height are set |
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svg file: 'spanner.svg', x: 50, y: 50, width: 250, height: 250 |
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png file: 'shiny-purse.png', x: 305, y: 50, width: 250, height: 250 |
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# ...but PNGs will warn if it's an upscale, unless you disable them in config.yml |
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# Can be scaled using just width or height, if one of them is set to :scale |
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svg file: 'spanner.svg', x: 200, y: 350, width: 35, height: :scale |
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svg file: 'spanner.svg', x: 200, y: 390, width: :scale, height: 35 |
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png file: 'shiny-purse.png', x: 240, y: 350, width: 35, height: :scale |
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png file: 'shiny-purse.png', x: 240, y: 390, width: :scale, height: 35 |
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# You can also crop the loaded images, so you can work from a sprite sheet |
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png file: 'sprites.png', x: 300, y: 350 # entire sprite sheet |
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png file: 'sprites.png', x: 300, y: 425, # just the robot golem image |
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crop_x: 0, crop_y: 0, crop_corner_radius: 10, |
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crop_width: 64, crop_height: 64 |
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png file: 'sprites.png', x: 400, y: 425, # just the drakkar ship image |
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crop_x: 64, crop_y: 0, crop_corner_x_radius: 25, crop_corner_y_radius: 25, |
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crop_width: 64, crop_height: 64 |
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png file: 'sprites.png', x: 500, y: 415, # just the drakkar ship image, rotated |
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crop_x: 64, crop_y: 0, crop_corner_x_radius: 25, crop_corner_y_radius: 25, |
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crop_width: 64, crop_height: 64, angle: Math::PI / 6 |
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# Cropping also works on SVGs too |
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svg file: 'spanner.svg', x: 300, y: 500, width: 64, height: 64, |
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crop_x: 32, crop_y: 32, crop_width: 32, crop_height:32 |
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# We can flip our images too |
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png file: 'sprites.png', x: 300, y: 535, flip_vertical: true, flip_horizontal: true |
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svg file: 'spanner.svg', x: 300, y: 615, width: 64, height: 64, |
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flip_vertical: true, flip_horizontal: true |
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# We can also limit our rendering to a single object, if the SVG ID is set |
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svg file: 'spanner.svg', id: '#backdrop', x: 50, y: 350, width: 75, height: 75 |
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# Squib prepends a #-sign if one is not specified |
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svg file: 'spanner.svg', id: 'backdrop', x: 50, y: 450, width: 125, height: 125 |
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# We can also load SVGs as a string of XML |
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svg data: File.read('spanner.svg'), x: 50, y: 600, width: 75, height: 75 |
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# The svg data field works nicely with modifying the SVG XML on-the-fly. |
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# To run this one, do `gem install game_icons` and uncomment the following |
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# |
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# require 'game_icons' |
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# svg data: GameIcons.get('angler-fish').recolor(fg: '#ccc', bg: '#333').string, |
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# x: 150, y: 600, width: 75, height: 75 |
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# |
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# More examples at https://github.com/andymeneely/game_icons |
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# (or `gem install game_icons`) to get & manipulate art from game-icons.net |
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# Nokogiri (already included in Squib) is also great for XML manipulation. |
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# WARNING! If you choose to use the SVG ID, the x-y coordinates are still |
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# relative to the SVG page. See this example in an SVG editor |
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svg file: 'offset.svg', id: 'thing', x: 0, y: 0, width: 600, height: 600 |
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# Over 15 different blending operators are supported. |
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# See http://cairographics.org/operators |
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# Alpha transparency too |
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png file: 'ball.png', x: 50, y: 700 |
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png file: 'grit.png', x: 70, y: 750, blend: :color_burn, alpha: 0.75 |
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# Images can be rotated around their upper-left corner |
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png file: 'shiny-purse.png', x: 300, y: 700, angle: 0.0 # default (no rotate) |
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png file: 'shiny-purse.png', x: 300, y: 800, angle: Math::PI / 4 |
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svg file: 'spanner.svg', x: 300, y: 900, angle: Math::PI / 2 - 0.1 |
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# Images can also be used as masks instead of being directly painted. |
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# This is particularly useful for switching directly over to black-and-white for printing |
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# Or, if you want the same image to be used but with different colors/gradients |
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svg mask: '#00ff00', |
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file: 'glass-heart.svg', |
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x: 500, y: 600, width: 200, height: 200 |
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svg mask: '(0,0)(0,500) #ccc@0.0 #333@1.0', |
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file: 'glass-heart.svg', |
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x: 500, y: 800, width: 200, height: 200 |
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# Masks are based on the alpha channel, so this is just a magenta square |
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png mask: :magenta, file: 'shiny-purse.png', |
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x: 650, y: 950 |
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# Note that this method does nothing, even though it would normally fill up |
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# the card. force_id: true looks to the id field to be non-empty to render. |
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# This is useful if you have multiple different icons in one SVG file, |
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# but sometimes want to use none. |
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# e.g. id: [:attack, :defend, nil] |
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svg file: 'spanner.svg', width: :deck, height: :deck, |
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force_id: true, id: '' # <-- the important part |
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save prefix: 'load_images_', format: :png |
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end
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