Implementation of collide method in terms of ratio - python

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.

Related

How can I make a rectangle in pygame be able to check for other rectangles around it?

As part of my current pygame project (I am very new to pygame), I have created multiple rectangles that move at random around the screen. As one of the features of this game, I want to make it so if one rectangle is close enough to another one, it moves towards it. Another feature I want to add is that rectangles cannot collide with each other, but I don't want to just do the regular
if rectangle1.colliderect(rectangle2):
rectange.x -= 10 # That is, it's previous position
because it will make the animations look odd.
The main way I can see to solve these problems is to use some sort of function that could check if a rectangle.x - 30 is another rectangle (or something similar), but I am unaware of one that exists.
I have attempted to look through google, but I haven't found anything as all the posts are different problems that aren't quite the same.
Thank you for any responses!
Use inflate to create a rectangle that is larger than the original one and surrounds it. Use this rectangle to find other rectangles in range:
test_rect = rect1.inflate(dist, dist)
if test_rect.colliderect(rect2):
# [...]

What is the best method of detecting a collision between these two objects in opencv (python)?

I am required to prevent an extruder from touching the base of a stage. I chose to use opencv on python to detect collision between the two objects. After researching past posts and reading up on opencv's processing tools I decided to try a few methods. The first method was edge detection which proved to be lacking in position detection. Next I tried using color as an advantage to isolate the needle and the stage, place rectangles surrounding the objects, and then prevent the rectangles from touching. This is proving to be a challenge because the background and needle are pretty much the same color. The last method requires using box-box collision but my guess is that if I am having issues with the second method then this method will also prove difficult. I am thinking about trying out deep learning on opencv, taking a bunch of photos, and the training the program but I am not sure how that would play out since ill be getting feed from video. Can anyone give me any tips? Any algorithms that would be helpful here? I see that the needle is clearly defined due to its edges so how can I use that to my advantage here? Any help is appreciated.
Photo of needle and stage:

How can I make one canvas object collside with another canvas object using Tkinter?

So basically, I'm going to make a Brick Breaker type of game. Just my beginning CS Python class didn't teach much OO programming, and I was wondering how I could make this free moving ball register when it hits the slider. I think I have an idea, but I would like to see other peoples explanations.
You know the position of the two objects that can collide and compute the distance. When this is smaller than a threshold then they collide
You use the Canvas.find_overlapping(*rectangle). to find out the figures on the canvas in a rectangle.
I always prefer option 1. It helps dividing model and presentation to the user which do not always need to be linked.

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.

Native PyGame method for automatically scaling inputs to a surface resolution?

This question is related to this other one.
In my program (which uses pygame to draw objects on the video) I have two representation of my world:
A physical one that I use to make all the calculations involved in the simulation and in which objects are located on a 1000x1000 metres surface.
A visual one which I use to draw on the screen, in which my objects are located in a window measuring 100x100 pixels.
What I want to achieve is to be able to pass to my pygame drawing functions (which normally accept inputs in pixels) my physical/real-word coordinates. In other words, I would like to be able to say:
Draw a 20m radius circle at coordinates (200m, 500m)
using the precise pygame syntax:
pygame.draw.circle(surface, (255,255,255), (200,500), 20)
and get my circle of 2px radius at centred on pixels (20,50).
Please note that this question is about a native pygame way to do this, not some sort of workaround to achieve that result (if you want to answer that, you should take a look to the question I already mentioned) instead.
Thanks in advance for your time and support.
There is no native pygame way to do this.
You may be misunderstanding the function of pygame. It is not for drawing vector objects. It is for writing pixels into video surfaces.
Since you have vector objects, you must define how they will be converted into pixels. Doing this is not a workaround - it's how you are intended to use pygame.
Since it seems that PyGame developers do not hang around here too much, I brought the question to the Pygame mailing list where it originated a monster thread and the issue has been debated at large.
The summary would be:
At present there is not such a feature.
There is interest to implement it, or at least to try to implement it...
...although is not a priority of the core devs in any way
There is more than one way to skin a cat:
should be the scaling happen both ways (inputting coordinates and reading them)?
how to deal with lines that have no thickness but that should be visible?
how to deal with visibility of objects at the edge of the image? which of their points should be taken as reference to know if a pixel should be lit or not for them?
and more (see linked thread).

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