Use standard means if available, otherwise use the IE methods Set its color style to something unusual ObjFlag = document.getElementById('flag') reference to img element used to check if images are disabled Use JavaScript to detect when Windows high contrast mode is enabled and remove the CSS visually hidden display state of the text alternative.Īccessible CSS image sprite example page – example files (zip) Example code (JavaScript):.Use JavaScript to detect when images are disabled and remove the CSS visually hidden display state of the text alternative.If images are enabled and Windows high contrast mode is not enabled use JavaScript to add a style sheet that visually hides the text alternative, but is still available to assistive technology.Include alternative text inside the element that the CSS background image is attached to.When high contrast mode is enabled in the Windows OS, the sprite is not displayed (CSS background images are not displayed in high contrast mode).If you do not want to test whether images are disabled, there is a high contrast mode (only) detection script available. Note: This is not an accessibility issue, but is a usability issue. When images are disabled the sprite is not displayed.A default HTML method to add a text alternative is not provided.Here is the advice we provide on the issue: Why does im.Scale look so bad? Is this intended behavior?Īnd secondly, I'm doing this to ensure people can go fullscreen with up to Ultra HD screens without the sprites becoming blurry, but also enabling players with a smaller screen to play.The issue of CSS image sprites has been raised again on the Web Accessibility Initiative Interest Group mailing list. On closer inspection I also noticed my screen might be a lot higher than 720 pixels. But I'm pretty sure we can all agree the middle sprite is the cleanest and the right one is blurry and weird. I'm not very particular about graphic fidelity. " Satoru big" is zoomed, " Satoru big scale" is scaled with im.Scale and " Satoru casual grin" is downscaled to the appropriate size using the program is was drawn in. In order to test it I've made the following scene Is this intended? Am I doing something wrong? However, for some reason I can't imagine, the scaled sprite looks blurry. Image Satoru big scale = im.Scale("Sprites/Satoru/SATORU BIG.png", 382, 720, bilinear=True) I considered this a cleaner solution, as you can simply apply the desired height regardless of the source sprite (in case that might change at any point). The other way is to use im.Scale (or FactorScale) to bring them to the approriate size. Image Satoru big = At("Sprites/Satoru/SATORU BIG.png", downscale) My window resolution is 720px high so I zoomed them all with a factor of 0.333 like this. I find the somewhat messier method is to apply transform to all images, zooming them out to the desired resolution. After deliberation I decided to make my sprites 2160px high so it supports Ultra HD. My main concern was (and kinda still is) in what resolution to export my graphics and how to import them into the game. So I was very concerned for a while with how to deal with resolutions and all that mess in Ren'Py and was messing around with that.
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