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All Samples(6)  |  Call(4)  |  Derive(0)  |  Import(2)
Calculate whether two objects are overlapping

Each parameter should either be a position tuple or an object with
a .pos and .size

        def overlaps(o1, o2):
    """Calculate whether two objects are overlapping

    Each parameter should either be a position tuple or an object with
    a .pos and .size
    """
    o1, o2 = autorect(o1), autorect(o2)
    # If the objects don't overlap in the x or y axis, return False
    for i in range(2):
        if not (o2.pos[i] <= o1.pos[i] < o2.pos[i] + o2.size[i] or
                o1.pos[i] <= o2.pos[i] < o1.pos[i] + o1.size[i]):
            return False
    return True
        


src/m/a/marionette-0.2/marionette/collision.py   marionette(Download)
#
from .obstacles import Obstacle
from .utils.spatial import Rect, overlaps
 
from math import ceil, sqrt
    def pos_is_valid(self, pos, size):
        tiles = self._calc_tiles(pos, pos, size)
        for tile in tiles:
            for rect in tile:
                if overlaps(Rect(pos, size), rect):
        for p in self._path(pos1, pos2):
            for rect in rects:
                if overlaps(Rect(p, size), rect):
                    hit = True
                    p = self._fix_overlap(p, size, rect.pos, rect.size, delta)

src/m/a/marionette-0.2/marionette/game.py   marionette(Download)
from .replay import Replay, Round
from .units import SandboxedUnit, get_unit_property
from .utils.spatial import overlaps
from .world import World
 
            return
        # unit is finished waiting to attack
        if not overlaps(unit, target):
            return
        target.health -= unit.melee_strength
    def unit_grab(self, unit, uid, amount):
        item = self.world.items.get(uid)
        if item == None or not overlaps(unit, item):
            return
        capacity = int((unit.max_inventory_weight - unit.inventory_weight) /