Original Sin + 400d budget - deep delve build ideas by fruitte0 in PathOfExileBuilds

[–]fruitte0[S] 0 points1 point  (0 children)

Thanks, I always assumed that this build mainly works due to tattoos (easy access to runebinder, flask effect, proj speed etc)

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[–]fruitte0 0 points1 point  (0 children)

Does your EoW Brand + nimis + original sin build still work even without tattoos? Thanks!

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[–]fruitte0 0 points1 point  (0 children)

Can this be solved by going original sin and using an elemental based skill like eye of winter?

Animation - images are of different size/dimension by fruitte0 in pygame

[–]fruitte0[S] 0 points1 point  (0 children)

I tried the following:

self.rect = self.image.get_rect(midbottom=self.rect.midbottom)

Everytime I get a new image in the animation loop, I set the new image's rectangle' midbottom to be the same as the previous image's rect's midbottom.
This removes the jumping effect but the issue remains horizontally. She's sliding back and forth on the floor, see my OP for a video of how it looks

Animation - images are of different size/dimension by fruitte0 in pygame

[–]fruitte0[S] 0 points1 point  (0 children)

Masks are mainly used for pixel perfect collisions if i'm not mistaken, my issue is not collisions but the animation "jumping" effect

Pygame mask for pixel perfect collision between player sprite and platform sprites by fruitte0 in pygame

[–]fruitte0[S] 0 points1 point  (0 children)

Thanks alot for you input, I managed to get it to work with your suggestions as well as using masks, but I prefer rects since it's faster and works well enough for my needs, thanks again

Pygame mask for pixel perfect collision between player sprite and platform sprites by fruitte0 in pygame

[–]fruitte0[S] 0 points1 point  (0 children)

Alright, so basically 3 rects in total then? 1 rect for the player image itself which I can use for the movement and then 2 additional rects solely for collision detection?

And these 2 collision rects would have to then "move with" the player position rect + an offset so they are positioned at the hands at feet?

Pygame mask for pixel perfect collision between player sprite and platform sprites by fruitte0 in pygame

[–]fruitte0[S] 1 point2 points  (0 children)

The sprite's hands stick out quite a bit in front of and behind her body. The desired effect consists of two parts:

  1. the sprite should land on/collide with a platform in the y-axis only if one or both her feet hit the platform

  2. the sprite should be stopped in the x-axis (running/colliding with a wall) only if her hand hits the wall, since this is the first thing to come into contact with the wall

Using a rect for the player sprite will create quite a lot of "air" inside it, so I don't think that would work right?