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andyruwruw avatar andyruwruw commented on June 15, 2024 1

Hopefully sometime soon I'll have the time to refactor the library to deal with the blurriness and artifacts. SVG sounds like a way better way to go, but it's been harder trying to find SVG for all the different styles. I'll be sure to ping this issue when there's a better solution.

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AntonioDrk avatar AntonioDrk commented on June 15, 2024

Replacing the resource images .png from cburnett with .svg ones seemed to fix the problem.

With .svg loaded

testgame2

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AntonioDrk avatar AntonioDrk commented on June 15, 2024

Honestly I am not even sure the artifacts are coming from your library, but maybe the canvas one?
As I've tried the original sizes out (basically no scaling) and it still produced artifacts, that's why I was inclined to believe there might be a problem with the way loadImage reads .pngs
Would recreating the styles as .svgs be a possible solution? (maybe I could help with that)
Also for the blurriness even with svgs I've tried a few settings for the frame object which didn't seem to make a difference, like the option quality: 0.5 (inside image{}) which I bumped to 1 and also tried in the canvas context setting ctx.antialias = 'none' and ctx.quality = 'best' which produced same result.

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