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Jean Poree
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Merge branch 'fix-playground-links' into 'master'
[SDK][DOC]Fix playground's internal links See merge request codingame/game-engine!160
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playground/graphics/graphics-4-spritesheets.md

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The Graphic Entity Module can cut and handle spritesheets. There are two ways of doing that.
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## Using the SpriteSheetSplitter
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## Using the SpriteSheetSplitter <a name="SpriteSheetSplitter"></a>
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This is the easiest way to create a set of sprites from a spritesheet. This solution is good for prototyping but it is performance costly.
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playground/graphics/graphics-text.md

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The Graphic Entity Module includes two different classes to display text, here's how they work.
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## Text
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## Text <a name="Text"></a>
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The basic class to display text, it will be displayed as a label in the viewer.
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"Lato" and those that are available by default on all browsers.
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If the browser does not recognise the font family, it will be displayed in a fallback font chosen by the browser.
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## BitmapText
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## BitmapText <a name="BitmapText"></a>
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This class is used to display text using a bitmap font in your assets folder.
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playground/misc/misc-3-release-notes.md

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- 💥 _Breaking change_ Renamed SpriteSheetLoader to SpriteSheetSplitter.
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- Subfolders of the assets folder work on Windows now.
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- Frame zero now has a duration of zero.
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- The [SpriteSheetSplitter](playground/graphics/graphics-spritesheet.md#Using the SpriteSheetSplitter) doesn't reload the sprite sheet if it's already in the TextureCache.
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- The [SpriteSheetSplitter](playground/graphics/graphics-spritesheet.md#SpriteSheetSplitter) doesn't reload the sprite sheet if it's already in the TextureCache.
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- The local player now uses the parameters stored in the LocalStorage.
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- Removed the max turn warning, since it's replaced by a limit of alloted time.
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- Better process cleanup.

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