Reputation: 57
When I trie to detect a collision between the two rectangles with
hit = pygame.sprite.groupcollide(enemy_sprites, player_sprites, 1, 1)
it only prints "HIT" once when I start the program
also I tried to detect the collision with
hit = pygame.sprite.spritecollide(player_sprites, enemy_sprites, 1)
but there was this error:
Traceback (most recent call last):
File "D:/Python/PyCharm/test/src/Main/test.py", line 104, in
hit = pygame.sprite.spritecollide(player_sprites, enemy_sprites, 1)
File "D:\Programme\python\lib\site-packages\pygame\sprite.py", line 1523, in spritecollide ''''spritecollide = sprite.rect.colliderect AttributeError: 'Group' object has no attribute 'rect'
import pygame
class Player(pygame.sprite.Sprite):
def __init__(self, x, y, width, height):
pygame.sprite.Sprite.__init__(self)
# def colours
self.GREEN = (0, 255, 255)
self.BLACK = (0, 0, 0)
self.playerx = x
self.playery = y
self.playerW = width
self.playerH = height
self.vel = 5
self.player_image = pygame.Surface((self.playerW, self.playerH))
self.player_image.fill(self.GREEN)
self.rect = self.player_image.get_rect()
def handleKeys(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_UP]:
if self.playery >= self.vel:
self.playery -= self.vel
elif keys[pygame.K_DOWN]:
if self.playery + 50 <= screenH - self.vel:
self.playery += self.vel
elif keys[pygame.K_LEFT]:
if self.playerx >= self.vel:
self.playerx -= self.vel
elif keys[pygame.K_RIGHT]:
if self.playerx + 50 <= screenW - self.vel:
self.playerx += self.vel
else:
pass
def drawPlayer(self, surface):
player_sprites.update()
surface.fill(self.BLACK)
surface.blit(self.player_image, (self.playerx, self.playery))
class Enemy(pygame.sprite.Sprite):
def __init__(self, x, y, width, height):
pygame.sprite.Sprite.__init__(self)
self.enemyX = x
self.enemyY = y
self.enemyW = width
self.enemyH = height
self.RED = (255, 0, 0)
self.enemy_image = pygame.Surface((self.enemyW, self.enemyH))
self.enemy_image.fill(self.RED)
self.rect = self.enemy_image.get_rect()
def drawEnemy(self, surface):
enemy_sprites.update()
surface.blit(self.enemy_image, (self.enemyX, self.enemyY))
# def some variables
pygame.init()
clock = pygame.time.Clock()
screenW = 500
screenH = 500
playerx = 200
playery = 200
wn = pygame.display.set_mode((screenW, screenH))
pygame.display.set_caption("Test program")
# player
player_sprites = pygame.sprite.Group()
player = Player(100, 100, 50, 50)
player_sprites.add(player)
# enemy
enemy_sprites = pygame.sprite.Group()
enemy = Enemy(200, 200, 50, 50)
enemy_sprites.add(enemy)
# main loop
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
hit = pygame.sprite.groupcollide(enemy_sprites, player_sprites, 1, 1)
if hit:
print("HIT")
hit = False
player.handleKeys()
player.drawPlayer(wn)
enemy.drawEnemy(wn)
pygame.display.flip()
pygame.quit()
Upvotes: 1
Views: 385
Reputation: 210909
pygame.sprite.groupcollide
compares the .rect
properties in the pygame.sprite.Sprite
objects in the group.
Further note, that if the the 2nd and 3rd parameter of pygame.sprite.groupcollide()
are not False
, then the sprites are "killed" and removed from the groups in case of a collision.
You can avoid this by passing False
:
hit = pygame.sprite.groupcollide(enemy_sprites, player_sprites, False, False)
You've to update the .rect
properties when the position is initialized or changed:
class Player(pygame.sprite.Sprite):
def __init__(self, x, y, width, height):
pygame.sprite.Sprite.__init__(self)
# [...]
self.player_image = pygame.Surface((self.playerW, self.playerH))
self.player_image.fill(self.GREEN)
self.rect = self.player_image.get_rect()
self.rect.topleft = (self.playerx, self.playery) # <--- init .rect.topleft
def handleKeys(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_UP]:
# [...]
self.rect.topleft = (self.playerx, self.playery) # <---- update .rect.topleft
class Enemy(pygame.sprite.Sprite):
def __init__(self, x, y, width, height):
pygame.sprite.Sprite.__init__(self)
# [...]
self.enemy_image = pygame.Surface((self.enemyW, self.enemyH))
self.enemy_image.fill(self.RED)
self.rect = self.enemy_image.get_rect()
self.rect.topleft = (self.enemyX, self.enemyY) # <--- init .rect.topleft
Alternatively you can remove self.playerx
, self.playery
, self.enemyX
and self.enemyY
use self.rect.x
respectively seld.rect.y
instead. See pygame.Rect
.
Upvotes: 1