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Re: [pygame] Re: Collision bounds smaller than sprite image



Oh, BTW, that version of the code takes graphic files that are strips
(one cel high by N cels wide), but you could easily rewrite it to
accept blocks (N cels high by N cels wide or whatever you need).


On Fri, 31 Dec 2004 23:45:25 +0430, Lee Harr <missive@xxxxxxxxxxx> wrote:
> >Yeah, the more I think about it, the more I think that creating a
> >second rect and storing it as an attribute is the way to go.  All of
> >the graphical adjustments and movements will be performed with the
> >normal rect attribute, and the actual collision and bounds tests will
> >be done with the collision_rect.
> 
> 
> That is how I did it in pygsear:
> http://www.nongnu.org/pygsear/
> 
> (except I called it spriteobj.crect  :o)
> 
> 
> >  I guess it's not really that hard,
> >but I was really exhausted after writing a strip -> cel routine :D
> 
> Interesting ... I have been thinking about writing such a beastie
> for pygsear for the last few weeks... are you releasing your code?
> 
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-- 
Andrew Ulysses Baker
"failrate"