Daniel Pope
Daniel Pope
*Original comment by* **Ian Salmons (Bitbucket: [Avaren](https://bitbucket.org/Avaren), GitHub: [Avaren](https://github.com/Avaren))**: ---------------------------------------- Idea added as part of pull request #29
When I last looked, the patch had some issues causing the `pos` point to move. I'll look again at this at the Pycon UK sprints tomorrow.
This is pretty good. The problem is that Actors don't have a "forwards" exactly. In the docs we talk about a ship sprite facing right in order to use `angle_to()`...
Thanks, good catch. I look forward to seeing the Spanish translation!
I think that is just a bug; it doesn't use the argument. We should remove it.
I don't think pixel perfect collision detection by checking mask intersections is a good idea to put into Pygame Zero. It's not a good lesson to teach because it's too...
In a maze with walls like that, you don't really want free movement, because that will create quite a fiddly experience. Maybe I should write an example game to show...
I wrote an example game; let me know what you think: https://github.com/lordmauve/pgzero/tree/master/examples/maze/
> If we do decide to use it occasionally do you think my method collide_pixel above is relatively safe? It is poking about in the Pygame internals, e.g. using _orig_surf,...
I have been thinking about this for a while. While there are speed-ups there are problems for correctness. If a surface queued for drawing is updated in another thread, the...