diff --git a/README.md b/README.md index 2c962d3..19335d2 100644 --- a/README.md +++ b/README.md @@ -57,7 +57,7 @@ BIOS methods and Sin/Cos lookup tables are also compiled in Assembly, as `sin_lu Design overview: -![design](https://github.com/wgroeneveld/gba-sprite-engine/blob/master/img/design.png?raw=true) +![design](https://git.brainbaking.com/wgroeneveld/gba-sprite-engine/raw/branch/master/img/design.png) Colored blocks are to be implemented in your own game. See below, in section "implementing your game". @@ -100,7 +100,7 @@ The `sprites()` method gets periodically called to check whether something has b A simple fade out scene effect is implemented in demo 1, that converges the palette colors of both palettes to white. It's easy to **create your own effects** by subclassing `SceneEffect`. -![sample fade out](https://github.com/wgroeneveld/gba-sprite-engine/blob/master/img/fade.gif?raw=true) +![sample fade out](https://git.brainbaking.com/wgroeneveld/gba-sprite-engine/raw/branch/master/img/fade.gif) Sample fade effect, demo 1. @@ -110,7 +110,7 @@ Scrollable backgrounds are present: Call `scroll()` in your scene update. -![scroll bg](https://github.com/wgroeneveld/gba-sprite-engine/blob/master/img/scroll.gif?raw=true) +![scroll bg](https://git.brainbaking.com/wgroeneveld/gba-sprite-engine/raw/branch/master/img/scroll.gif) Sample scrolling background demo 1. @@ -133,13 +133,13 @@ Creating sprites is easy with the `SpriteBuilder`. Specify what kind of sprite y **Affine sprites can transform** using for example `rotate(angle)` - check out demo 1 or 3 for that. -![rotation](https://github.com/wgroeneveld/gba-sprite-engine/blob/master/img/rotate.gif?raw=true) +![rotation](https://git.brainbaking.com/wgroeneveld/gba-sprite-engine/raw/branch/master/img/rotate.gif) Sample rotation demo 3. **Sprite animation is built-in**! Just feed your sprite data to the builder and use `.withAnimated(amountOfFrames, frameDelay)`. Remember to position each frame in one column in the image itself (vertically). Like this: -![lama gif example](https://github.com/wgroeneveld/gba-sprite-engine/blob/master/demos/demo1-basicfeatures/img/lama.png?raw=true) +![lama gif example](https://git.brainbaking.com/wgroeneveld/gba-sprite-engine/raw/branch/master/demos/demo1-basicfeatures/img/lama.png) Useful sprite methods: @@ -150,7 +150,7 @@ Useful sprite methods: * `collidesWith(otherSprite)` or `isOffScreen()` * Various getters like `getWidth()` etc -![stay within bounds](https://github.com/wgroeneveld/gba-sprite-engine/blob/master/img/bounds.gif?raw=true) +![stay within bounds](https://git.brainbaking.com/wgroeneveld/gba-sprite-engine/raw/branch/master/img/bounds.gif) The paddle auto-stays within bounds. @@ -180,7 +180,7 @@ Sound can to be converted from a RAW Signed 8-bit PCM using [raw2gba](https://gi #### Text -![default font](https://github.com/wgroeneveld/gba-sprite-engine/blob/master/engine/src/background/text.png?raw=true) +![default font](https://git.brainbaking.com/wgroeneveld/gba-sprite-engine/raw/branch/master/engine/src/background/text.png) There's a **default font embedded into the engine** using the `TextStream::instance()` static instance. It takes up background #4 and claims the last background palette bank so watch out with that!