samples/load_images.rb in squib-0.5.1 vs samples/load_images.rb in squib-0.6.0

- old
+ new

@@ -15,9 +15,23 @@ # 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.