update image urls in readme to remove github refs

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Wouter Groeneveld 2022-07-06 11:17:06 +02:00
parent 1f2cfb7234
commit 04d088ab0c
1 changed files with 7 additions and 7 deletions

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@ -57,7 +57,7 @@ BIOS methods and Sin/Cos lookup tables are also compiled in Assembly, as `sin_lu
Design overview: 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". 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`. 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. Sample fade effect, demo 1.
@ -110,7 +110,7 @@ Scrollable backgrounds are present:
Call `scroll()` in your scene update. 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. 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. **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. 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: **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: Useful sprite methods:
@ -150,7 +150,7 @@ Useful sprite methods:
* `collidesWith(otherSprite)` or `isOffScreen()` * `collidesWith(otherSprite)` or `isOffScreen()`
* Various getters like `getWidth()` etc * 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. 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 #### 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! 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!