Sorry if this is a bit late but I ran upon this thread on PyWeek
http://www.pyweek.org/d/3202/
In short, looking for build in way to stop certain sprites overlapping
i.e. specifiy some a solid.
Thanks,
Davy
On 03.06.2012 01:47, Christopher Night wrote:
On Sat, Jun 2, 2012 at 1:50 PM, DR0ID dr...@bluewin.ch
mailto:dr...@bluewin.ch wrote:
On 02.06.2012 16:46, Christopher Night wrote:
On Fri, Jun 1, 2012 at 2:29 PM, DR0ID dr...@bluewin.ch
mailto:dr...@bluewin.ch wrote:
On
On Fri, Jun 1, 2012 at 2:29 PM, DR0ID dr...@bluewin.ch wrote:
On 01.06.2012 15:29, Sagie Maoz wrote:
2. Setting a sprite's anchor points for handling in movement, animation,
collision etc.
5. New visual attributes for sprites:
- Rotation angle
- Scale
2. the sprites anchor point
Hi all,
Thanks so much for all of the comments and suggestions. This is extremely
helpful for my project at this stage.
I admit I'm not too educated about the whole subject, so let me know if any of
my answers below need further research in your opinion.
Regarding adding GUI elements (David's
On 02.06.2012 16:46, Christopher Night wrote:
On Fri, Jun 1, 2012 at 2:29 PM, DR0ID dr...@bluewin.ch
mailto:dr...@bluewin.ch wrote:
On 01.06.2012 15:29, Sagie Maoz wrote:
2. Setting a sprite's anchor points for handling in movement,
animation, collision etc.
5. New
One little thing; as far as item 9. goes, this might be implied, but it
would be great if it was set up to easily handle subsurfaces (ie
spritesheets) as well as individual images.
On Sat, Jun 2, 2012 at 1:08 PM, Sagie Maoz sa...@maoz.info wrote:
Hi all,
Thanks so much for all of the comments
On Sat, Jun 2, 2012 at 1:50 PM, DR0ID dr...@bluewin.ch wrote:
On 02.06.2012 16:46, Christopher Night wrote:
On Fri, Jun 1, 2012 at 2:29 PM, DR0ID dr...@bluewin.ch wrote:
On 01.06.2012 15:29, Sagie Maoz wrote:
2. Setting a sprite's anchor points for handling in movement, animation,
Hi guys,
As part of my GSoC project [1], I've been researching Pygame's sprite.py and
equivalents in other libraries, figuring out a list of features I will focus on
in my project.
I wanted to get your thoughts and feedback on these items; which of these do
you think are necessary, and which
I like all of these ideas. Polygonal collisions would be very useful.
(A naive O(n^2) but effective/readable/maintainable approach would be to
see if any edges intersect between their vertices after you get a positive
rect collision.)
An efficient spatial data structure for rendering and
this could go under the vis/invis or blending. Would love to have pixel and
sprite transparency. Would require OpenGL, I suppose.
--- On Fri, 6/1/12, Nicholas Seward nicholas.sew...@gmail.com wrote:
From: Nicholas Seward nicholas.sew...@gmail.com
Subject: Re: [pygame] Improved Sprites System
On 01.06.2012 15:29, Sagie Maoz wrote:
Suggested improvements for sprite.py:
1. Easier positioning methods: Using tuples or arrays, instead of just
Rects.
2. Setting a sprite's anchor points for handling in movement,
animation, collision etc.
3. Aggregated sprite class (basically, a sprites
Float positions would be really nice.
About aggregated sprite class: every sprite could be tree node, with parent
and child nodes, position relative to parent and visibility inherited from
parent.
2012/6/1 Sagie Maoz sa...@maoz.info
Hi guys,
As part of my GSoC project [1], I've been
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