Open Dwang-ML opened 4 days ago
TL;DR: Splitting textures into multiple hitboxes seems like a new feature worth considering
To my understanding, Arcade's API assumes the following:
The last item is important. From what you said on Discord earlier, you had perf drop when using detailed hitboxes:
oh and the fps of the game dropped from 60 -> 30
If the terrain is non-moving, try enabling spatial hashing by passing spatial_hashing=True
when creating the terrain list. Since your sprites are large and detailed, you will need to be extra careful about making sure you don't move your sprites. Otherwise, it seems likely you'll have big perf drops.
Bug Report
Hitboxes can not be seperated, meaning multiple hitboxes cannot be be generated from one texture.
System Info
Arcade 3.0.0.dev39
vendor: Apple renderer: Apple M2 version: (4, 1) python: 3.12.3 (v3.12.3:f6650f9ad7, Apr 9 2024, 08:18:47) [Clang 13.0.0 (clang-1300.0.29.30)] platform: darwin pyglet version: 2.1.rc1 PIL version: 11.0.0
Actual behavior:
Let everything in RED be the image and everything that is not red be transparent. If the hitbox is calculated for a png like this, arcade draws the hitbox as shown in blue.
Expected behavior:
Instead of the behavior shown in Actuall behavior, there should be a option to seperate hitboxes as shown in the image above.
Steps to reproduce/example code:
Simply have a png with a few seperate shapes and let arcade calculate the hitbox.