Documentation/Bug request:
I recently updated to the latest release version of arcade (arcade==2.6.2) from arcade==2.5.7. I am busy building a grid based game and noticed a change in the way the grid is 'rendering' from version arcade==2.5.7. In short, in the Grid Using Sprites v2 example setting margin=0 works differently in arcade==2.5.7 vs arcade==2.6.* (see https://api.arcade.academy/en/latest/examples/array_backed_grid_sprites_2.html#array-backed-grid-sprites-2).
When setting margin=0 in the Grid Using Sprites v2 example, in arcade==2.5.7, the grid is rendered smoothly as expected (i.e. there is no margin between the grid blocks/cells). However, when setting margin=0 in the Grid Using Sprites v2 example, in arcade==2.6.2, the grid is rendered with a margin (i.e. there is a margin between the grid blocks/cells).
The question I have is: How can I modify the code in Grid Using Sprites v2 example such that I can render a smooth grid with no margin, in arcade==2.6.2?
Actual behavior in arcade==2.6.2:
Setting the MARGIN=0 in Grid Using Sprites v2 example results in:

Expected behavior in arcade==2.6.2:
Setting the MARGIN=0 in Grid Using Sprites v2 example should, ideally for me, result in:

Steps to reproduce/example code:
- Install
arcade==2.5.7
- Download the code from Grid Using Sprites v2 example (https://api.arcade.academy/en/latest/examples/array_backed_grid_sprites_2.html#array-backed-grid-sprites-2)
- Set the MARGIN=0, in line 24
- Run the Grid Using Sprites v2 example code with the margin set to 0, using
arcade==2.5.7. You should notice that the margin is not being rendered (we get a smooth grid world).
- Install
arcade==2.6.2
- Set the MARGIN=0, in line 24 (i.e. ensure you have done step 3)
- Run the Grid Using Sprites v2 example code with the margin set to 0, using
arcade==2.6.2. You should notice that the margin is now being rendered regardless of margin value.
or you can run the below code respectively in arcade==2.5.7 and arcade==2.6.2, which already has the margin=0:
"""
Array Backed Grid Shown By Sprites
Show how to use a two-dimensional list/array to back the display of a
grid on-screen.
This version makes a grid of sprites instead of numbers
If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.array_backed_grid_sprites_2
"""
import arcade
# Set how many rows and columns we will have
ROW_COUNT = 15
COLUMN_COUNT = 15
# This sets the WIDTH and HEIGHT of each grid location
WIDTH = 30
HEIGHT = 30
# This sets the margin between each cell
# and on the edges of the screen.
MARGIN = 0
# Do the math to figure out our screen dimensions
SCREEN_WIDTH = (WIDTH + MARGIN) * COLUMN_COUNT + MARGIN
SCREEN_HEIGHT = (HEIGHT + MARGIN) * ROW_COUNT + MARGIN
SCREEN_TITLE = "Array Backed Grid Buffered Example"
class MyGame(arcade.Window):
"""
Main application class.
"""
def __init__(self, width, height, title):
"""
Set up the application.
"""
super().__init__(width, height, title)
arcade.set_background_color(arcade.color.BLACK)
# One dimensional list of all sprites in the two-dimensional sprite list
self.grid_sprite_list = arcade.SpriteList()
# This will be a two-dimensional grid of sprites to mirror the two
# dimensional grid of numbers. This points to the SAME sprites that are
# in grid_sprite_list, just in a 2d manner.
self.grid_sprites = []
# Create a list of solid-color sprites to represent each grid location
for row in range(ROW_COUNT):
self.grid_sprites.append([])
for column in range(COLUMN_COUNT):
x = column * (WIDTH + MARGIN) + (WIDTH / 2 + MARGIN)
y = row * (HEIGHT + MARGIN) + (HEIGHT / 2 + MARGIN)
sprite = arcade.SpriteSolidColor(WIDTH, HEIGHT, arcade.color.WHITE)
sprite.center_x = x
sprite.center_y = y
self.grid_sprite_list.append(sprite)
self.grid_sprites[row].append(sprite)
def on_draw(self):
"""
Render the screen.
"""
# This command has to happen before we start drawing
arcade.start_render()
self.grid_sprite_list.draw()
def on_mouse_press(self, x, y, button, modifiers):
"""
Called when the user presses a mouse button.
"""
# Change the x/y screen coordinates to grid coordinates
column = int(x // (WIDTH + MARGIN))
row = int(y // (HEIGHT + MARGIN))
print(f"Click coordinates: ({x}, {y}). Grid coordinates: ({row}, {column})")
# Make sure we are on-grid. It is possible to click in the upper right
# corner in the margin and go to a grid location that doesn't exist
if row < ROW_COUNT and column < COLUMN_COUNT:
# Flip the location between 1 and 0.
if self.grid_sprites[row][column].color == arcade.color.WHITE:
self.grid_sprites[row][column].color = arcade.color.GREEN
else:
self.grid_sprites[row][column].color = arcade.color.WHITE
def main():
MyGame(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
arcade.run()
if __name__ == "__main__":
main()
Documentation/Bug request:
I recently updated to the latest release version of arcade (arcade==2.6.2) from arcade==2.5.7. I am busy building a grid based game and noticed a change in the way the grid is 'rendering' from version arcade==2.5.7. In short, in the Grid Using Sprites v2 example setting
margin=0works differently inarcade==2.5.7vsarcade==2.6.*(see https://api.arcade.academy/en/latest/examples/array_backed_grid_sprites_2.html#array-backed-grid-sprites-2).When setting
margin=0in the Grid Using Sprites v2 example, inarcade==2.5.7, the grid is rendered smoothly as expected (i.e. there is no margin between the grid blocks/cells). However, when settingmargin=0in the Grid Using Sprites v2 example, inarcade==2.6.2, the grid is rendered with a margin (i.e. there is a margin between the grid blocks/cells).The question I have is: How can I modify the code in Grid Using Sprites v2 example such that I can render a smooth grid with no margin, in arcade==2.6.2?
Actual behavior in arcade==2.6.2:
Setting the MARGIN=0 in Grid Using Sprites v2 example results in:
Expected behavior in arcade==2.6.2:
Setting the MARGIN=0 in Grid Using Sprites v2 example should, ideally for me, result in:
Steps to reproduce/example code:
arcade==2.5.7arcade==2.5.7. You should notice that the margin is not being rendered (we get a smooth grid world).arcade==2.6.2arcade==2.6.2. You should notice that the margin is now being rendered regardless of margin value.or you can run the below code respectively in
arcade==2.5.7andarcade==2.6.2, which already has the margin=0: