A. J. Andrews
A. J. Andrews
@einarf, do you have an update on this? I know you've been doing a lot of work on atlases, so if there are any other relevant issues, maybe link this...
With 3.0 breaking backward compatibility and `arcade.draw_text` being discouraged. Should this issue be reviewed?
Using the new super stripped back Sprite, could we not provide a `BlankSprite` class to solve this issue? Give it a 2x2 invisible texture that can't be changed, just the...
Okay, here is my proposal for how we provide this functionality. We have a PrimaryClock, which each window has one of. The window also now has a special method called...
In my opinion, we should make a hitbox-list-like object that can have multiple hitboxes for a single sprite. Then they could be used as 'layers' for collisions. I suspect this...
The window's position is relative to the primary screen, no matter which screen the window is visible on. If that is the case, you could use that to provide a...
Yeah, there were a bunch of files that used the old camera code that had to be changed. If any changes aren´t related to the camera, I will reverse them...
Here is an idea on how to provide a callback system. It works with properties making it perfect for sprites. ```python class Animator2D: # All the implementation guff def set_property_callback(self,...
I don't know if arcade.finish_render() still exists, but we could make it that this method saves the current screen and redraws it until start_render is called again. Or maybe a...
@pushfoo Not at all? The only issue between Arcade and Pyglet is that they share a UBO for the camera matrices, so you can't override the GL UBO slot 1,...