Beispiel #1
0
def generate_background(pict, bbxes, min_height, min_width):
    for i in xrange(N_TRIALS):
        rand_bbx = Rect(pict.shape[0], pict.shape[1])
        intersects = True
        if rand_bbx.height < min_height or rand_bbx.width < min_width:
            continue
        intersects = False
        for bbx in bbxes:
            intersects = intersects or rand_bbx.intersects(bbx)
        if not intersects:
            break
    if not intersects: 
        return pict[rand_bbx.ymin:rand_bbx.ymax,rand_bbx.xmin:rand_bbx.xmax]
    else:
        return None
Beispiel #2
0
    def rectOverlaps(self, rect):
        minX,minY,maxX,maxY = self.getTileBoundsInclusive(rect)
        tw = self.tileWidth
        th = self.tileHeight

        for layer in self.collideLayers:

            for y in range(minY,maxY+1):
                for x in range(minX,maxX+1):
                    idx = x + y*layer.width
                    if layer.tileGIDs[idx] != 0:
                        r = Rect(x*tw, y*th, tw,th)
                        if r.intersects(rect):
                            return True
        return False
Beispiel #3
0
 def rectOverlaps(self, rect):
     # player collision test
     r = Rect(self.x,self.y,32,64)
     return r.intersects(rect)
Beispiel #4
0
 def rectOverlaps(self, rect):
     r = Rect(self.x,self.y,32,64)
     return r.intersects(rect)
Beispiel #5
0
from rect import Rect

a_points = [(0, 0), (-1, 0), (-1, -1), (0, -1)]
b_points = [(0, 0), (-1, 0), (-1, -1), (0, -1)]

a_rect = Rect(0, 0, a_points)
b_rect = Rect(1, 0ls
    , b_points)

print a_rect.intersects(b_rect)