I've been trying to do horizontal and vertical collisions, and I'm having problems with horizontal. I've used collisioncheck as a method to verify how many tiles a player is touching, as that's the only difference I could think of for horizontal and vertical. But, my player never touches 2 tiles as the vertical collisions for some reason always comes first and instead of colliding with 2 tiles my player simply gets sent up.
collisioncheck=pygame.sprite.groupcollide(self.player,self.tiles,False,False)
for tile in self.tiles.sprites():
if player.rect.colliderect(tile.rect):
if player.direction.y>0:
player.rect.bottom=tile.rect.top
player.direction.y=0
elif player.direction.y<0:
player.rect.top=tile.rect.bottom
player.direction.y=0.1
You must handle horizontal and vertical movements and collisions separately:
Move the player in x-direction
Detect the collisions and limit the movement of the player in X-direction
Move the player in y-direction
Detect the collisions and limit the movement of the player in y-direction
You can try to separate only the collision detection and the limitation of the players position depending on the movement axis and not the movement itself, however this may not completely solve your problem. It will be a problem if you always fall down slightly, even if you are standing on a tile, so the horizontal collision detection will always detect a collision with the tiles you are standing on.
Your code should look something like this:
# do the horizontal movement here, something like:
# player.rect.x += player.direction.x
collide_x = False
collisioncheck=pygame.sprite.groupcollide(self.player,self.tiles,False,False)
for tile in self.tiles.sprites():
if player.rect.colliderect(tile.rect):
if player.direction.x > 0:
player.rect.right = tile.rect.left
collide_x = True
elif player.direction.x < 0:
player.rect.left = tile.rect.right
collide_x = True
if collide_x:
player.direction.x = 0
# do the vertical movement here, something like:
# player.rect.y += player.direction.y
collide_y = False
collisioncheck=pygame.sprite.groupcollide(self.player,self.tiles,False,False)
for tile in self.tiles.sprites():
if player.rect.colliderect(tile.rect):
if player.direction.y > 0:
player.rect.bottom = tile.rect.top
collide_y = True
elif player.direction.y <= 0:
player.rect.top = tile.rect.bottom
collide_y = True
if collide_y:
player.direction.y = 0
Related
I am successfully detecting collisions between my player sprite and platform sprites using masks in pygame, but my issue is stopping the player from falling through a platform when jumping to it.
I tried solving the issue with mask.overlap(). Using this, I'm able to identify the point on my player sprite that has come into contact with the platform during a collision. When the bottom of the player sprite (her shoes) is colliding with a platform, she should stop falling. I can get this point from mask.overlap() and I hard-coded the y-coordinate of this point (which is a point on the sprite itself, not the screen) y = 155 in the program:
hits = pygame.sprite.spritecollide(player, platform_group, False)
if hits:
hits = pygame.sprite.spritecollide(player, platform_group, False, pygame.sprite.collide_mask)
for platform in hits:
offset = (platform.rect.x - player.rect.x), (platform.rect.y - player.rect.y)
if player.mask.overlap(platform.mask, offset):
x = player.mask.overlap(platform.mask, offset)[0]
y = player.mask.overlap(platform.mask, offset)[1]
pygame.draw.circle(display, s.RED, (x + player.rect.x, y + player.rect.y), 2)
print('Sprite pixel coll y: ' + str(y), 'Platform rect y top: ' + str(platform.rect.top))
if y == 155:
player.v_y = 0
player.rect.y = platform.rect.y - y
The red dot is the point at which collision on the player sprite has been detected.
The problem with the current code (apart from it being a very ugly solution) is that it doesn't work for all cases. When the player falls too fast, the detected collision point will not be her feet (i.e. not when y = 155´) and she will fall through the platform since the if-condition will not be fulfilled.
I could try a limit like if y >= 145 and y <= 160: but that still doesn't cover all cases and can cause her to "bounce" up when landing.
I'm currently stuck and wondering if anyone has any suggestions. I know I can use sprite Rects and go with colliderect but that will not give me the desired effect.
Thanks alot
you could check to see if the character is touching the platform ( using the mask.overlap method) and then set the velocity to 0 and gradually increase the y value until they are no longer colliding then continue with the rest of the game loop. (this is how I checked for collision but I used images instead of sprites) hope this helps.
So I have this obstacle that I want my sprite to collide with and it is at a particular angle.In this case, we are measuring from the positive x-axis to the top of the rectangle and in this instance it is 333.02 degrees with respect to the positive x-axis or 63.02 degrees with respect to the negative y-axis. So my issue is that how do I set up my pygame sprite to properly collide with the angle rectangle obstacle? Pygame sprite rectangles have no rotation attribute (to my knowledge) and I can't just say, "Hey when the right corner of my sprite collides with top, etc" because of this lack of rotation. My collisions work great for horizontal and even vertical surfaces but I am stuck on how to collide with angled obstacles.
Here is my collision code right now. It uses vectors and checks both x and y independently to see if anything is there. And below is a picture of the object I want to collide with created in the Tile Map Editor. It is at an angle of 333.02 degrees like I mentioned before. I also included a rough sketch of the axis in case that is relevant.
def update(self):
self.animate()
self.acc = vec(0, PLAYER_MASS * GRAVITY)
self.move()
# Equations of Motion
self.acc.x += self.vel.x * PLAYER_FRICTION
self.vel += self.acc
# Collision check in all 4 directions
self.pos.x += (
self.vel.x + 0.5 * self.acc.x * self.game.dt
) # Update x component (Frame-independent motion)
if abs(self.vel.x) < PLAYER_VELX_EPSILON:
self.vel.x = 0
self.rect.x = self.pos.x
hits = pg.sprite.spritecollide(self, self.game.platforms, False)
for hit in hits: # Horizontal collision
if self.vel.x > 0: # Rightward motion
self.rect.right = hit.rect.left
elif self.vel.y < 0: # Leftward motion
self.rect.left = hit.rect.right
self.pos.x = self.rect.x # Update true postion
self.pos.y += self.vel.y + 0.5 * self.acc.y * self.game.dt # Update y component
self.rect.y = self.pos.y + 5
# This prevents double jumping
if self.vel.y > 0:
self.onGnd = False
hits = pg.sprite.spritecollide(self, self.game.platforms, False)
for hit in hits: # Vertical Collision
if self.vel.y > 0: # Downward motion
self.rect.bottom = hit.rect.top
self.vel.y = 0
self.onGnd = True
elif self.vel.y < 0: # Upward motion
self.rect.top = hit.rect.bottom
self.vel.y = 0
self.pos.y = self.rect.y # Update true postion
# Limit Player's movement
if self.rect.bottom > HEIGHT:
self.vel.y = 0
self.rect.bottom = HEIGHT
self.pos.y = self.rect.y
Any help on this problem would be greatly appreciated!
The answer is coordinate translation. Imagine that the rotated object had its own coordinate system, where x runs along the bottom of the rectangle, and y up the side on the left. Then, if you could find the position of your sprite in that coordinate system, you could check for collisions the way you normally would with an unrotated rectangle, i.e., if x >=0 and x <= width and y >=0 and y <= height then there's a collision.
But how do you get the translated coordinates? The answer is matrices. You can use 2d transformation matrices to rotate, scale and translate vectors and coordinates. Unfortunately my experience with these types of transformations is in C#, not python, but this page for instance provides examples and explanations in python using numpy.
Note that this is quite simply the way 2d (and 3d) games work - matrix transformations are everywhere, and are the way to do collision detection of rotated, scaled and translated objects. They are also how sprites are moved, rotated etc: the pygame transform module is a matrix transformation module. So if the code and explanations looks scary at first glance, it is worth investing the time to understand it, since it's hard to write games without it beyond a certain point.
I'm aware this is not a full answer to your question, since I haven't given you the code, but it's too long for a comment, and hopefully points you in the right direction. There's also this answer on SO, which provides some simple code.
EDIT: just to add some further information, a full collision detection routine would check each collidable pixel's position against the object. This may be the required approach in your game, depending on how accurate you need the collision detection to be. That's what I do in my game Magnetar (https://www.youtube.com/watch?v=mbgr2XiIR7w), which collides multiple irregularly shaped sprites at arbitrary positions, scales and rotations.
I note however that in your game there's a way you could possibly "cheat" if all you need is collision detection with some angled slopes. That is you could have a data structure which records the 'corners' of the ground (points it change angle), and then use simple geometry to determine if an x,y point is below or above ground. That is, you would take the x value of a point and check which segment of the ground it is over. If it is over the sloped ground, work out how far along the x axis of the sloped ground it is, then use the sin of the angle times this value to work out the y value of the slope at that position, and if that is greater than the y value of the point you are checking, you have a collision.
The answer from seesharper may be the right way to go. I have no experience with that but it looks interesting and I will have to go read the links and learn something about this approach. I will still provide my immediate reaction to the question before I saw his answer though.
You could use pygames mask and mask collision detection routines. Create a mask that was the shape of the angled rectangle/platform and use the methods to detect collisions with that.
If you add a self.mask attribute to your Sprite subclass, the sprites will automatically use that mask in the collision detection.
I'm sorry if this question has already been asked before but I've checked everywhere and I can't find the answer.
How do you do top down movement in pygame?
This would be easy if I was just using rectangles but I'm going to be using individual character sprites (Ex. If I press d to make player go right, it shows me the character sprite of him going right and moves the character right).
Example image of what I mean:
You draw a different sprite depending on which direction the character is going.
Assuming dx / dy are the character's velocity and x/y its location on screen,
up_sprite = pygame.image.load('up.png')
down_sprite = pygame.image.load('down.png')
left_sprite = pygame.image.load('left.png')
right_sprite = pygame.image.load('right.png')
sprite = down_sprite # to initialize things off with
def your_game_loop():
if dx > 0:
sprite = right_sprite
elif dx < 0:
sprite = left_sprite
elif dy > 0:
sprite = down_sprite
elif dy < 0:
sprite = up_sprite
sprite.blit(screen, (x, y))
I am learning python using pygame and I am working on something that involves sprites and collisions. I've looked at some examples but I still don't quite understand it. What I am attempting to do is to be able to add sprites(a ball) when the user presses the "=" key and also be able to remove the last sprite added when pressing "-". I am not able to remove just the last one, I have only been able to remove all of them.
So far I have been able to add the balls to the window and have them bounce off the walls and one another(sort of). When 2 balls collide, they don't completely touch yet they bounce off. Sometimes the balls get stuck and won't move and sometimes the balls bounce off the frame which they aren't suppose to.
Its my first time working with sprite groups and would appreciate any help/guidance into making this work smoothly.Thanks.
The code:
ball.py
import pygame
from pygame.locals import *
class Ball(pygame.sprite.Sprite):
def __init__(self, x, y, vx, vy):
super().__init__();
self.image = pygame.image.load("ball.png").convert()
self.image.set_colorkey(pygame.Color(0, 0, 0))
self.rect = self.image.get_rect()
self.rect.x = x
self.rect.y = y
self.vx = vx
self.vy = vy
def draw(self, SCREEN):
SCREEN.blit(self.image, (self.rect.x, self.rect.y))
def move(self, SCREEN, balls):
l_collide = self.rect.x + self.image.get_width() + self.vx > SCREEN.get_width()
r_collide = self.rect.x + self.vx < 0
t_collide = self.rect.y + self.vy < 0
b_collide = self.rect.y + self.image.get_height() + self.vy > SCREEN.get_height()
a = pygame.sprite.spritecollide(self, balls, False, False)
if len(a) > 1:
self.vx *= -1
self.vy *= -1
if l_collide or r_collide:
self.vx *= -1
if t_collide or b_collide:
self.vy *= -1
self.rect.x += self.vx
self.rect.y += self.vy
ball_animation.py
import pygame
import sys
import random
import math
from pygame.locals import *
from ball.ball import Ball
from random import randint
def ball_list(num):
ball_list = pygame.sprite.Group()
for x in range(num):
rand_x = random.randint(0,400)
rand_y = random.randint(0,400)
vx = 4
vy = 5
ball_list.add(Ball(rand_x, rand_y, vx, vy))
return ball_list
def main():
pygame.init()
FPS = 30
FPS_CLOCK = pygame.time.Clock()
# COLOR LIST
BLACK = pygame.Color(0, 0, 0)
# Code to create the initial window
window_size = (500, 500)
SCREEN = pygame.display.set_mode(window_size)
# set the title of the window
pygame.display.set_caption("Bouncing Ball Animation")
# change the initial background color to white
SCREEN.fill(BLACK)
balls = ball_list(0)
while True: # <--- main game loop
for event in pygame.event.get():
if event.type == QUIT: # QUIT event to exit the game
pygame.quit()
sys.exit()
if event.type == KEYDOWN:
if event.key == K_EQUALS:
balls.add(Ball(randint(0,400),randint(0,400), 4,5))
if event.key == K_MINUS:
try:
balls.remove()
except IndexError:
print('There is no balls to take!')
SCREEN.fill(BLACK)
for x in balls:
x.move(SCREEN,balls)
x.draw(SCREEN)
pygame.display.update() # Update the display when all events have been processed
FPS_CLOCK.tick(FPS)
if __name__ == "__main__":
main()
Removing Sprites on Press
The problem is sprite.Group.remove(sprites) wants you to specify which sprites it should remove. sprites here should be a sprite/list of sprites that you want to remove from the group. This means to remove the last ball added on key press you need to keep a list of the ball sprites and pop() the most recently added item from it, and then use the result of the pop() as the sprite to remove from the group. sprite.Group has a .sprites() method which returns a list of all sprites in the group, in the order they were added. This list is generated from the group and is not actually an interface with it, so doing things to this list won't affect the group. We can still however use it to get the last added sprite. Here is what it looks like:
elif event.key == K_0:
try:
sprite_list = balls.sprites()
to_remove = sprite_list[-1] # Get last element of list
balls.remove(to_remove)
except IndexError:
print('There is no balls to take!')
Collisions
So this is a bit more involved and not so simple to fix in your code. To understand what the problem is, look at what your collision velocity adjustments are actually doing for the screen border case.
l_collide = self.rect.x + self.image.get_width() + self.vx > SCREEN.get_width()
r_collide = self.rect.x + self.vx < 0
t_collide = self.rect.y + self.vy < 0
b_collide = self.rect.y + self.image.get_height() + self.vy > SCREEN.get_height()
#################
if l_collide or r_collide:
self.vx *= -1
if t_collide or b_collide:
self.vy *= -1
Consider a single time-step in your code. We check to see if the sprite is sitting over the edge of the boundaries by any amount. If its hanging over, we reverse the velocity. There is a case where your edge checking will get you into trouble. If your self.vx is less than the difference between your current position X and the boundary of the x dimension, you will reverse your speed, travel self.vx back towards the boundary, but not make it past. In the next time-step, you will see that you are still over the boundary, and your program will again reverse self.vx, actually sending you away from the boundary. In this case you will bound back and forth each time-step by self.vx. Normally this wouldn't happen in your code, except for when you spawn a new ball sprite over the boundary further than your self.vx or self.vy for that ball. This can be remedied by making sure you don't spawn balls off the edges, or better yet, only reversing your velocity if you need to.
if (l_collide and self.vx>0) or (r_collide and self.vx<0):
self.vx *= -1
if (t_collide and self.vy<0) or (b_collide and self.vy>0):
self.vy *= -1
Notice here we only reverse the velocity if we are over the edge AND the velocity is headed deeper in that direction. Now for your sprites you have two options, just like with the boundaries:
Only initiate a new ball in empty space where it cannot collide.
Implement some way to calculate the correct velocity adjustment and only apply it if the velocity is headed in the opposite direction.
From what I read in the documentation, sprite.Group looks like it is meant for checking if sprites are overlapping, and not for physics simulation. I recommend doing some research on 2d physics simulation to get a nice conceptualization of what information you should want to communicate between objects. I'm sure there are some nice tutorials out there.
Finally, to address your other question about why they are colliding when they don't appear to be touching. sprite.spritecollide is returning which sprites have rectangles that intersect. If your ball.png is color keyed for transparency, this does not affect the rect of the sprite. Pygame appears to have functionality implemented designed to handle this problem in the collided keyword of sprite.spritecollide:
pygame.sprite.spritecollide()
Find sprites in a group that intersect another sprite.
spritecollide(sprite, group, dokill, collided = None) -> Sprite_list
The collided argument is a callback function used to calculate if two sprites >are colliding. it should take two sprites as values, and return a bool value >indicating if they are colliding. If collided is not passed, all sprites must >have a “rect” value, which is a rectangle of the sprite area, which will be >used to calculate the collision.
collided callables:
collide_rect
collide_rect_ratio
collide_circle
collide_circle_ratio
collide_mask
That's from the pygame documentation. The documentation for the collide_circle function states that your sprite should have a radius attribute, or else one will be calculated to fit the entire rectangle inside a circle. As such, in your Ball.__init__ function I would recommend adding:
self.radius = self.rect.width/2
This will make collide_circle use a radius that approximates your ball image, assuming it is centered and circular and occupies the entire image. Next, you must add the collision specification to your collision check by changing:
a = pygame.sprite.spritecollide(self, balls, False, False)
to
a = pygame.sprite.spritecollide(self, balls, False, pygame.sprite.collide_circle)
If you solve the problem of not spawning new ball objects inside each other, this should all work nicely. If you can't get them to spawn inside each other, think about a different data-structure or different way of collision checking to get the results you want. Best of luck!
I can see two questions in your text
You want to only remove one sprite, rather than all the sprites in the spritegroup
If you look at the pygame documentation, you can see that spritegroup.remove has an optional argument. You can remove a single sprite by putting your desired sprite as the argument, such as myspritegroup.remove(mysprite).
You have issues with the colliding
Your collision works for me as long as the balls don't spawn on top of each other on creation which you can simply check. Good luck :)
I have made an object controlled with arrow keys. When I move it to the edge of the pygame screen, the object moves off the screen. I was wondering how to keep the object on the screen. Any suggestions?
On each handle of the input, check if the object's target x position plus its width exceeds the width of the canvas or if it is less than 0. Deny the movement if so.
Repeat for the y coordinate and the height.
Do something like this:
if player.x == #edge of screen:
player.x -= 0
if player.y == #edge of screen:
player.y -= 0
player.x being the players current x position and player.y being the players current y position or you can do the same thing but when the player goes of the screen it automatically goes to the other side of the screen it will probably take some tweaking to get it to look perfect
last = player.rect.copy()
player.update()
if not screen.get_rect().contains(player.rect):
player.rect = last