thanks for responding to my questions. and thanks for the helpful
ideas. i'm still very much in learning mode with pygame. with python
too actually.

On 9/5/15, bw <stabbingfin...@gmail.com> wrote:
> It's convenient. Also, in my experience move() is faster than "rect.x +=
> 1; rect.y += 1" even though it creates a new Rect object.
>
> I use it in the case where I have a map of objects that is bigger than
> the screen. The screen is a viewport that pans around. move() is
> valuable in converting the objects from real space to screen space.
>
> On 9/5/2015 6:29 PM, tom arnall wrote:
>> you mean by manipulating Rect.x  etc?  yep that works fine and that's
>> how i handle the problem.
>>
>> but why have the move() method in pygame at all? i mean, what do
>> people use it for typically?
>>
>>
>> On 9/5/15, bw <stabbingfin...@gmail.com> wrote:
>>> You are correct, sir. The Rect methods convert your inputs to int, at
>>> which point precision is lost. If we want finer spatial calculations we
>>> must keep them in forms that don't lose precision, and apply them to the
>>> Rect object as needed.
>>>
>>> On 9/5/2015 2:52 PM, tom arnall wrote:
>>>> The docs say the Rect.move() can take only integers for the offset
>>>> parameters. My experiments seem to verify that. This means that it can
>>>> move an object in only a few directions, i.e., 1,0 for 0 degrees, 1,1
>>>> for 45 degrees etc. You can of course increase the magnitudes of the
>>>> offsets and get more angles, but then it is impossible to create the
>>>> effect of smooth movement.
>>>>
>>>> My take anyway. Am I missing something?
>>>
>>
>
>


-- 
.....
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that is something, wearing stripes with plaid comes easy.” Albert
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