Comments (5)
Ok, I make a 128x128 icon.
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Great! Actually, I'm not sure about the best size, but 128x128 should work on all platforms.
In the main.py, the icon can be set by something like this:
window.set_icon(pyglet.resource.image('icon.png'))
from terracraft.
Thanks, as soon as I have finished the icon I insert it in the project ;)
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I added the temporary icon, then the whole graphic part will be renewed (I'm already working on this) the important thing is to plan and develop the contents, then the graphic resources are easy to realize.
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I made a new pull request to add the icon 😃
Regarding the graphics, we can make the graphics loading easier in the future also. Right now, we have a single sprite sheet, and we use some functions to find the texture coordinates. It works OK, but maybe it's a little confusing to add new textures. We could use the pyglet.resource module to make this easier. I'll do some experiments later.
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Related Issues (20)
- New textures HOT 1
- Reorganization of the code (new modules) HOT 4
- I modifed the for loop to go from -10 to 10
- Added the setup.py module
- Exclude .idea and .vscode from the repository HOT 2
- Game will crash when trying to load a corrupted save. HOT 1
- Close old issues. HOT 1
- The crosshair has disappeared HOT 2
- Label with transparent black background? HOT 8
- Need to write a new function to create the vertex points for the block highlight HOT 2
- [proposal] remove "loading" code, and prepare for incremental map loading. HOT 5
- Need to add sound effects HOT 4
- [Idea] Enhancing the SaveManager, and sharing data between scenes. HOT 7
- Add mobs HOT 9
- Add simple lighting (sun), and point light sources (torches, etc.) HOT 3
- Allow runtime script control for placing and removing blocks
- [Idea] Separate generate_world from scenes.py HOT 3
- time.clock() missing HOT 1
- Can I use TerraCraft for a project? HOT 2
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