pygame sprite collision on left - python

I want to do special collisions with pygame. I have a Ball sprite and a Block sprite and I want to know on which side of the block the ball has collided.
Maybe it's possible with pygame.sprite.groupcollide() and a custom collided as they call it. But I found no answser for that question. Is there any way to do it ?

Yes, it is possible. You are correct about the collided argument too.
What you need to do is write a function that will take 2 sprites and return a boolean value.
In this function you can then check on which side they have collided, and inform the sprites of the collision, or even return true only when a certain type of collision has happened.
Since every sprite has a rect attribute, you can check there way of movement as well as their positions to see where they have collided.
For example, if we have two sprites, A,B one going up and the other going left, they can collide in two ways. You can test if A has collided from the top, if after the collision, the second sprite is higher than A.

Heres a link to the pygame documentation I found:
pygame documentation
If your using a browser with a search page function search for:
pygame.sprite.spritecollide()
Im not too good with pygame, but understand the basics. I think the correct function is
pygame.sprite.collide_mask()
Which as the docs say:
"Returns first point on the mask where the masks collided, or None if there was no collision.
Tests for collision between two sprites, by testing if thier bitmasks overlap. If the sprites have a “mask” attribute, that is used as the mask, otherwise a mask is created from the sprite image. Intended to be passed as a collided callback function to the *collide functions. Sprites must have a “rect” and an optional “mask” attribute.
You should consider creating a mask for your sprite at load time if you are going to check collisions many times. This will increase the performance, otherwise this can be an expensive function because it will create the masks each time you check for collisions."
Hope it helped.
-Harry

Related

Pygame - detect collision direction

So i started some kinda big pygame project, everything went more or less well.
But now i'm really stuck at how to detect the directions of collisions.
So i got my character (2d sidescroller), and a sprite group for the obstacles which are by now all rects. Now however collision detection works fine, but is, and if it is then how, it possible to detect on which side of the obstacle rects the character rect collides with it?
Addition in case someone stumbles upon this question: The janky solution I ended up implementing used a "scaffolding" of four (invisible) lines per obstacle, one for each side. Once a collision with a specific obstacle was detected I looked up the four lines around the colliding rectangle in a dict and then went to check which of these lines was currently colliding with the player sprite. It kind of worked but the whole project was a mess anyway.
There are many 2D physics libraries that including collision detection and usually a large project like you said would require other physics like constraints, ray casting and bodies. A great library for python is pyBox2D and has good documentation on their github. pyBox2D will also fully handle collisions for you but you can also setup custom collision handlers.
For you question you ask how to check which position a rect collides with, you can do this using the pygame.Rect variables that are given like so
import pygame
def determineSide(rect1, rect2):
if rect1.midtop[1] > rect2.midtop[1]:
return "top"
elif rect1.midleft[0] > rect2.midleft[0]:
return "left"
elif rect1.midright[0] < rect2.midright[0]:
return "right"
else:
return "bottom"
rect1 = pygame.Rect(100, 100, 20, 20)
rect2 = pygame.Rect(100, 90, 20, 20)
print(determineSide(rect1, rect2))
Note this does not check for collision but simply checks where rect2 is relative to rect1.
Maybe you can check which one or two of the four corners on one Rect are inside the other. There is one problem, though - if the Rects are touching by the corners, it's up to the rest of the program what to do then. I haven't written a code snippet for this myself, but I'm working on a platformer as well and plan to create one.

How to get location of a sprite in pygame?

I am making a game in Python using Pygame. I have put a condition where if the player character goes on a specified tile than the score will increment by 1. but I am not able to get it done. because I am not able to get the position of the player character.for example if player_position == (the specified tile) : than score=score+1. please help me with this.
Have you tried using one of the "collide" functions? You could make the tile a sprite, too, and detect the collision. It might not be exactly what you're looking for, but it could work.
This would return True when two sprite arguments collide.
pygame.sprite.collide_rect()

How do you use circle-based collision with group collision methods in Pygame?

Having scoured the documentation and various tutorial sites, I still can't get my head around the way you modify the sprite.collide method with anything other than rectangular bounding-box collision detection.
I have a program which needs to detect collision between a sprite "Hook" and any one of a number of fish, stored in a sprite group called "fishies"
I can use:
for hit in pygame.sprite.spritecollide(self, self.fishies)
to return a list of colliding sprites using the bounding rectangles, but I want to use circles or masks.
The documentation says I can use:
pygame.sprite.spritecollide(self, self.fishies, False, collided = None)
where "collided" is a callback function. But I can't work out what that means. Simply writing:
pygame.sprite.spritecollide(sprite, group, dokill, pygame.sprite.collide_circle())
produces an error.
Can anyone help, or have I misunderstood how it is supposed to work?
I think you almost have it -- the problem is you're calling collide_circle instead of passing the function itself. Try something like this:
pygame.sprite.spritecollide(hook, fish, False, pygame.sprite.collide_circle)
The only difference in syntax is leaving off the parentheses. What pygame requires for the collided parameter is a function that takes two sprites and returns a boolean indicating whether or not they collided, so you can pass any function that collides two sprites, even a custom one.

Collide detection and masks in python 3.2.2

Me and my friend are currently trying to make a game. In this game we wish to have nice collision detection. But we cannot seem to find the way to update the masks in the definiton while loop. :S We have tested it alot of times, with different values and even some really unlogical stuff.
Each time we move the player, the game crashes when it collides with the mask. Its like the loop goes on forever, even though the player and the bush should be going away from eachother when we move the mask and the background.
def check_collision():
while pygame.sprite.collide_mask(player, rock):
bg.x -= 1 #the x-value of the background
rock.x -=1 #the x-value of the object
This is just collision when going left using the button "a".
We also move the background and all the sprites instead of the player.
We need to use masks.
We know that it checks the collision, but the mask wont update after bg.x and rock.x are changed.
We assume that this is because the images aren't moved on the screen. And therefore we have tried putting a blit inside the while loop. It still would not work.
Thank you for helping, and a final question, is there any way to manually move a mask/object?
First of all, collision detection using masks is very time-intensive. Whether or not your game has entered an infinite loop, the processing requirements of a bitmask-bitmask overlap check will make your game run far too slowly.
A simple optimization exists, however:
Any object which is able to collide with things must have some maximum size -- that is, you can find a rectangle which will always contain your player, and your boulder can fit inside another. Therefore, if your player's box doesn't collide with the boulder's box, they can't possibly overlap. Since you insist on collision masking, (which can add some realism to any pixelart game), you can compute the per-pixel collision whenever (and only whenever) the bounding boxes collide.
Now, on to your coding style: >:O
It is never a good idea to put a potentially infinite loop within a function which should ideally compute an instant collision check. In the best-case scenario (which is certainly achievable), you would have one function to check whether two objects collide, and tell you some more useful information (the position of one relative to the other, etcetera); while a separate method of every moving object would fix the collisions.
This would translate to something like:
class CollidingObject:
#This class controls an object which can move and fix collisions
def __init__(self):
self.x = 0 #add relevant initialization code here
self.y = 0
self.xVel = 0 # X and Y velocity (for movement)
self.yVel = 0
self.xSize = 0 # the width of the object in pixels
self.ySize = 0 # the height of the object in pixels
def iscolliding(self, other):
# using x and y as the center of the object,
# this returns an empty tuple if they don't collide
if ((self.xSize + other.xSize) / 2 <= abs(self.x - other.x)) and
((self.ySize + other.ySize) / 2 <= abs(self.y - other.y)): return ()
"""
use pygame collidemask here to compute whether they collide.
if they do, return a vector of 'other's' position relative to self.
(this can be used to decide how to separate the objects)
"""
def restitute(self, overlaps_with, distances):
"""
Given some objects which overlap, and a list of 2D vectors of their
relative distances, this separates them however much you like.
"""
pass
As to where your colision checking is done, that depends upon your implementation of object management basics. I will heretofore assume that all of your in-game objects are contained within an iterable; and that on every frame you iterate through your objects, once to render, once to move them -- a structure something like this:
while NOT_QUIT:
for object in objects:
object.draw_to_screen()
object.move() # moves the object -- collisions, etc in here
event_handling_stuff() # handles events
In this case, every object can compute collision checking for anything which follows it in objects. In doing so, each object can collect how far it has to move from each. Afterwards, each object can move to be as far from each collider as possible.
In a few games I've written, I'd make objects move farther apart the more overlapped they are, giving collisions an elastic quality which makes even very rough restitution algorithms look very sexy. Generally, you can tinker with constants once you have a working check going and that would be the least of your worries.
Hopefully this will have helped you two a little (I realize now I went off a bit on a tangent, but you were asking about how to do the wrong things more efficiently :P).
tl;dr: Don't try to fix collisions within your collision check function. Instead, separate it into one which finds all collisions to other objects, and another which fixes all collisions for an object at the same time.
Add other questions and I'll update (:.
UPDATE 1
Expanding here on the "vector of other to self" bit (which was explained a tad crudely:/)
Generally when two objects collide in real life, they bounce back somewhat in the direction they came from (when you drop a rubber bouncy ball on the floor, it bounces back from whence it came -- it doesn't just phaze through the floor). In most programming applications, you'd want to make bouncy balls (and other colliding things) behave in the same way (well, sometimes you might want the ball to phaze though the floor, but that's even easier than bouncing IMHO :P).
To know which way an object must bounce back, you have to know the direction from which it came. More strictly, you have to know the angle at which it collided. This is very easily found if you compare the distance and direction between the centers of each object during the collision. This will provide a pretty accurate representation of two objects bouncing, if the centers you are using are close enough to their centers of mass (in most games the middle of an object is an easy and good approximation).
So, since we don't need to worry about center of mass and all that, we just measure the vector distance between object positions:
#Continuing the previous example, we put some code like this in 'iscolliding' :)
if they collide (pygame mask stuff) :
x_distance = self.x - other.x
y_distance = self.y - other.y
return (x_distance, y_distance)
This code can give you the line along which each object should move to resolve the collision as fast as possible. The rest is a matter of accelerating each object along this line, making sure they don't go closer together (pay attention to signs), and tweaking constants to create a realistic effect.

Implementation of collide method in terms of ratio

I would like to create a list of objects that collide with the user. However, I don't want to use the sprite.collide_rect_ratio() method because it creates a rectangular area that is too big for the collision (i.e. the objects seem to collide even though they are not really touching). I want to use the pygame.sprite.collide_rect_ratio(ratio): to fix the problem. How do I implement the method so that it returns a list of objects the user collides with?
It would implement the same code except with a smaller collision area as the following code:
sprite_list = pygame.sprite.spritecollide(myself, all_sprites_list, False)
Thank you.
This may be of use to you,
What you may want to look into is "Per Pixel Collision", which will first use the bounding box of the object (what i suspect the collide_rect function does).
What you will need to do is find where the rectangles collide and how far within each other they are. You then check to see if there are any opaque pixels from one sprite touching any opaque pixels from the other sprite...
This Link may be of use to you, its a very well done tutorial for a C++ framework similar to pygame.
The Per Pixel Collision code is half way down the page, and acts how I describe above.
Hopefully this is useful to you as it negates the need for the rectangle ratios due to 'invisible collisions'.
a quick google search may help you more with this type of collision detection.
For a bit of a boost heres some sample pygame code:
for s in sprites:
# if no intersection then 'intersection' will be of size 0
intersection = s.Rect.clip(user.rect)
if intersection.width != 0 and intersection.height != 0:
# perform collision detection
Here is an already written and tested version From the pygame wiki. Reading every thing on that page will give you a good knowledge on pixel collision and some good sample code which you can use straight away.
apologies if this was too far off topic but I feel this could be very useful to you as ratios (i feel) would not perform well for collision detection.
You may also want to look at Rectangle documentation in pygame.
As for your question, looping through all sprites and using the collide_rect_ratio method would be the only way of using such a method to get a list of colliding sprites as far as i know.

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