• My current approach is to load the tileset.png which contains all the tiles. I then use Image.crop() for every tile I want to extract. I then upscale them using Image.resize() by some arbitrary factor, because if I would let the scene upscale the 8x8 textures to something like 64x64, the performance drops hard. Using BytesIO I convert them to ui.Image without saving them on disk and from there I can load them as a scene.Texture.

    But thank you for the hint that I can load the image and scale them in one operation!

    All I had to do to fix the original problem was converting the tileset.png to RGB mode.

  • @JonB Thank you for responding also. These are both very helpful options.

  • It took me a while to figure out how to use a spritesheet but I finally figured it out. I wanted to post a small example that shows how it works. If I had something like this at the beginning when I was looking then I would not have wasted so much time searching and trying to figure it out. As a beginner just starting to understand these ideas, I want to help those like me searching for hours trying to find an example that makes it easy to understand for beginners.
    I hope this helps the next new comer.

    The Rect(?,?,?,?) parameter describes the portion of the texture in unit coordinates, e.g. (0, 0, 0.5, 0.5) would create a texture from the bottom-left quarter of the original texture. (0,0) being the bottom left corner to half of the overall height (.5) of the texture and half of the overall width (.5) of the texture.

    from scene import * x,y,xs,ys = 0,0,1,1 # 🔼 Above sets up the initial subtexture(Rect(x,y,xs,ys)) on line 25 to show the full image until touch_began and touch_ended changes the coordinates of the subtexture to show whatever section you set in touch began. class MyScene (Scene): def setup(self): self.background_color = 'black' self.texture_name = SpriteNode(Texture('test:Mandrill'), scale = 2, position = self.size / 2, parent = self) def touch_began(self, touch): global x,y,xs,ys #These variables must be referenced as global or they will not be recognized. x,y,xs,ys = 0,0,.5,1 #This changes the coordinates for update() on line 25 to show a portion of the texture. def touch_ended(self, touch): global x,y,xs,ys #These variables must be referenced as global or they will not be recognized. x,y,xs,ys = 0,0,1,1 #This changes the coordinates back to show the full image when you stop touching the screen. def update(self): self.texture_name.texture = Texture('test:Mandrill').subtexture(Rect(x,y,xs,ys)) #This updates the Texture according to the cooridantes set by touch_began (line 17) and touch_ended (line 22). run(MyScene())``` One of the things that was making it hard for me to understand was that after initially setting up the Texture, on line 9, I thought you could simply reference the subtexture() directly like this... self.texture_name.texture.subtexture = Rect(?,?,?,?) OR self.texture_name.subtexture = Rect(?,?,?,?) ... but this was not working and it racked my brain for a while. Then I tried this... self.texture_name.texture = Texture('test:Mandrill').subtexture(Rect(?,?,?,?)) ... and found out that you must set, not just the subtexture, but the Texture and subtexture to the variable (self.texture_name.texture) before it's updated.
Internal error.

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