pytmx tries to be smart and "fix" Tiled's weird coordinate choices (rectangle origin is top-left, where tiles are bottom-left):
However, this does not take into account that a tile can be rotated. In this case it breaks the position completely. To work around I had to add object.height to every tile position and subtract tile height for each tile collider shape.
It would be nice if pytmx would fix the coordinate taking into account rotation. This should be an easy fix and I can give it a shot if you are interested.
pytmx tries to be smart and "fix" Tiled's weird coordinate choices (rectangle origin is top-left, where tiles are bottom-left):
pytmx/pytmx/pytmx.py
Line 632 in 7af805b
However, this does not take into account that a tile can be rotated. In this case it breaks the position completely. To work around I had to add object.height to every tile position and subtract tile height for each tile collider shape.
It would be nice if pytmx would fix the coordinate taking into account rotation. This should be an easy fix and I can give it a shot if you are interested.