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Torsten 2025-04-12 14:08:46 +02:00
parent 820737bc69
commit 9d3b7827eb
4 changed files with 152 additions and 1 deletions

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@ -38,4 +38,9 @@ Citations:
[8] https://docs.godotengine.org/en/stable/classes/class_hboxcontainer.html [8] https://docs.godotengine.org/en/stable/classes/class_hboxcontainer.html
--- ---
Antwort von Perplexity: https://www.perplexity.ai/search/godot-4-3-ui-scrollable-image-XrHVby6bQ.C3e3jEh_kLow?utm_source=copy_output Antwort von Perplexity: https://www.perplexity.ai/search/godot-4-3-ui-scrollable-image-XrHVby6bQ.C3e3jEh_kLow?utm_source=copy_output
_Notes_:
* Sprite2D for ingame sprites, TextureRect for UI, as it inherits from Control
* If using combined nodes as listitems, use TextureRect as Parent Node (recommendation from YT tutorial)

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```python
import pygame
import os
def create_spritesheet(image_paths, output_path, rows=1, padding=0):
"""
Combine multiple images into a single spritesheet.
Args:
image_paths (list): List of paths to source images
output_path (str): Path to save the combined spritesheet
rows (int): Number of rows in the spritesheet
padding (int): Pixel padding between images
"""
if not image_paths:
raise ValueError("No images provided")
# Load all images
images = []
max_width = 0
max_height = 0
for path in image_paths:
try:
img = pygame.image.load(path)#.convert_alpha()
images.append(img)
max_width = max(max_width, img.get_width())
max_height = max(max_height, img.get_height())
except pygame.error as e:
print(f"Failed to load {path}: {e}")
continue
if not images:
raise ValueError("No valid images loaded")
# Calculate spritesheet dimensions
cols = (len(images) + rows - 1) // rows
sheet_width = cols * (max_width + padding) - padding
sheet_height = rows * (max_height + padding) - padding
# Create blank spritesheet surface
spritesheet = pygame.Surface((sheet_width, sheet_height), pygame.SRCALPHA)
# Blit images onto spritesheet
for i, img in enumerate(images):
row = i // cols
col = i % cols
x = col * (max_width + padding)
y = row * (max_height + padding)
spritesheet.blit(img, (x, y))
# Save the spritesheet
pygame.image.save(spritesheet, output_path)
print(f"Spritesheet saved to {output_path}")
pygame.init()
filenames = os.listdir("./tiles")
os.chdir("tiles")
# List of image paths to combine
image_files = filenames
cols=8
rows=len(image_files)//cols + 1
print(f"cols: {cols}, rows: {rows}")
## Create and save spritesheet
create_spritesheet(image_files, "../spritesheet/combined_spritesheet.png", rows, padding=1)
os.chdir("..")
## Create+Store metadata
mapping = ["x_col,y_col,tilename"]
for index, filename in enumerate(image_files):
x_col = index // cols
y_row = index - x_col * cols
print(f"{index} - [{x_col},{y_row}] -> {filename}")
tilename = filename.split(".")[0]
mapping.append( f"{x_col},{y_row},{tilename}" )
print("Wrote spritesheet/combined_spritesheet.png")
f = open("mapping.txt","w")
f.write("\n".join(mapping))
f.close()
```

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To use a tile from an atlas for a `TextureRect` in a `ScrollContainer` in Godot 4.3, follow these steps:
1. **Create or Load a TileSet Atlas**:
- Import your sprite sheet into Godot and create a `TileSet` resource. Define the tile regions in the `TileSet` editor[3].
2. **Set Up the AtlasTexture**:
- For each tile you want to use, create an `AtlasTexture` resource. Set its `atlas` property to your sprite sheet and define the `region` to crop the specific tile[4].
3. **Configure the TextureRect**:
```gdscript
var atlas_texture = AtlasTexture.new()
atlas_texture.atlas = preload("res://path_to_your_spritesheet.png")
atlas_texture.region = Rect2(x, y, width, height) # Coordinates of the tile
$TextureRect.texture = atlas_texture
```
Replace `x`, `y`, `width`, and `height` with the tile's position and dimensions[4].
4. **Add to ScrollContainer**:
- Place the `TextureRect` inside a container (e.g., `VBoxContainer`) that is a child of the `ScrollContainer`. Ensure the container's size exceeds the `ScrollContainer`'s viewport to enable scrolling[2][5].
**Troubleshooting**:
- If textures don't update after modifying the atlas, avoid using "Make Unique" on `AtlasTexture` instances, as this breaks the link to the original atlas[1].
- For crashes when adding many `TextureRect` nodes, ensure the `ScrollContainer`'s children are properly nested and avoid excessive updates during runtime[5].
This approach leverages Godot's `AtlasTexture` to efficiently reuse tiles from a sprite sheet while maintaining scrollable UI elements.
Citations:
[1] https://www.reddit.com/r/godot/comments/12cttew/godot_4_textureatlas_questions/
[2] https://docs.godotengine.org/en/stable/classes/class_scrollcontainer.html
[3] https://docs.godotengine.org/en/stable/tutorials/2d/using_tilesets.html
[4] https://docs.godotengine.org/de/stable/classes/class_atlastexture.html
[5] https://github.com/godotengine/godot/issues/75713
[6] https://www.youtube.com/watch?v=w3jla1fTZuQ
[7] https://docs.godotengine.org/en/4.3/classes/class_atlastexture.html
[8] https://docs.godotengine.org/en/4.3/classes/class_scrollcontainer.html
[9] https://docs.godotengine.org/en/stable/classes/class_texturerect.html
[10] https://www.youtube.com/watch?v=2o_IiotMnls
---
Antwort von Perplexity: https://www.perplexity.ai/search/godot-4-3-use-tile-from-atlas-HHNbSG1FRniUTuYX96GNzA?utm_source=copy_output

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```python
lines = ["Line 1\n", "Line 2\n", "Line 3\n"]
with open('output.txt', 'w') as f:
f.writelines(lines) # Writes all lines at once [1][3]
# Alternative with join()
with open('output.txt', 'w') as f:
f.write('\n'.join(lines)) # Joins with newlines automatically [1][4]
```