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The way you create your "rectangle mask" seems appropriate and roughly in line with the question you've linked to on StackOverflow: self.mask = pygame.mask.Mask((50, 50), True) Now that this is out of the way, it seems that the mask.overlap method that you use expects a Mask, not a rectangle. Since you have defined that "rectangle mask" ...


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For shapes like this, I tend to use a series of box colliders. It may be easier to make a child box object that you can rotate and scale in to position, and then disable the rendering on these objects once you are happy with their placement. You'll want to trace the outline with these boxes. The less boxes you can use the better. Look at the faces along the ...


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You want to make it so that 'bottom' resolves into the next tile when there is a small increase in _pos.Y, the same goes for 'right' and _pos.X. This will also fix the edge case when you're exactly aligned within a tile ie. 'top' and 'bottom' will be within the same tile in that case. So to calculate the left, right, top and bottom, do something like the ...


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I am by no means a Blender or collision expert but I assume you have access to internal code of Blender https://github.com/blender/blender , I believe what you are trying to achieve needs calculations that happen during collision tests unless Blender exposes some api that allows you to get vertices of intersection. Getting these vertices should be possible ...


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