Reputation: 51
Hey I have a problem with my game code. Is there a way to check if, for example, the right side of my player sprite (hero) is colliding with the group obstacle_sprite?
I can only figure out how to check for collision in general but I want only a true output if the right side of the player is colliding wit the obstacle.
In my code I am using a invisible sprite as hitbox and draw the player inside this invisible sprite to check collisions but make it look like the obstacle denies moving of the player.
import pygame
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
PINK = (230, 77, 149)
FPS = 60
window_width = 900
window_height = 600
window_color = WHITE
window = pygame.display.set_mode((window_width, window_height))
window.fill(window_color)
pygame.display.set_caption("Bub - the game")
clock = pygame.time.Clock()
class Player(pygame.sprite.Sprite):
def __init__(self, x, y, width, height, velocity, color):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((width + 2*velocity, height + 2*velocity))
self.rect = self.image.get_rect()
self.rect.topleft = (x - velocity, y - velocity)
self.velocity = velocity
self.is_jump = False
self.jump_count = 15
self.fall_count = 1
self.ground = self.rect.bottom
self.body = pygame.Rect(x, y, width, height)
pygame.draw.rect(window, color, self.body)
def move(self):
key = pygame.key.get_pressed()
if key[pygame.K_a] and self.rect.left >= 0:
self.rect.x -= self.velocity
if key[pygame.K_d] and self.rect.right <= window_width:
self.rect.x += self.velocity
if not self.is_jump:
if key[pygame.K_SPACE] and self.rect.bottom == self.ground:
self.is_jump = True
else:
if self.jump_count >= 0:
self.rect.y -= round((self.jump_count ** 2) * 0.1)
self.jump_count -= 1
else:
self.jump_count = 15
self.is_jump = False
def gravity(self):
if not self.is_jump and self.rect.bottom != self.ground:
self.rect.y += round((self.fall_count ** 2) * 0.1)
if self.fall_count <= 15:
self.fall_count += 1
else:
self.fall_count = 1
def update(self):
self.move()
self.gravity()
pygame.draw.rect(window, BLACK, self.body)
self.body.topleft = (self.rect.x + self.velocity, self.rect.y + self.velocity)
class Obstacle(pygame.sprite.Sprite):
def __init__(self, x, y, width, height, color):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((width, height))
self.image.fill(color)
self.rect = self.image.get_rect()
self.rect.center = (x, y)
player_sprite = pygame.sprite.Group()
obstacle_sprite = pygame.sprite.Group()
hero = Player(0, 570, 30, 30, 5, BLACK)
player_sprite.add(hero)
obstacle_1 = Obstacle(100, 585, 120, 30, PINK)
obstacle_sprite.add(obstacle_1)
run = True
while run:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
window.fill(window_color)
player_sprite.update()
player_sprite.draw(window)
obstacle_sprite.update()
obstacle_sprite.draw(window)
pygame.display.update()
pygame.quit()
Upvotes: 1
Views: 701
Reputation: 101052
It's easier if you keep track of your player's velocity; this will make handling jumping also less complex.
A common technique AFAIK is to do two collision detection runs: one for the x-axis and one for the y-axis.
Here's how I changed your code. As you can see, checking for the side of a collision is as easy as checking xvel < 0
or xvel > 0
:
import pygame
pygame.init()
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
PINK = (230, 77, 149)
FPS = 60
window_width = 900
window_height = 600
window_color = WHITE
window = pygame.display.set_mode((window_width, window_height))
window.fill(window_color)
pygame.display.set_caption("Bub - the game")
clock = pygame.time.Clock()
class Toast(pygame.sprite.Sprite):
def __init__(self, *grps):
super().__init__(*grps)
self.image = pygame.Surface((900, 200))
self.image.fill(WHITE)
self.rect = self.image.get_rect(topleft=(10, 10))
self.font = pygame.font.SysFont(None, 32)
def shout(self, message):
self.text = self.font.render(message, True, BLACK)
self.image.fill(WHITE)
self.image.blit(self.text, (0, 0))
class Player(pygame.sprite.Sprite):
def __init__(self, x, y, width, height, velocity, color, *grps):
super().__init__(*grps)
self.image = pygame.Surface((width + 2*velocity, height + 2*velocity))
self.image.fill(color)
self.rect = self.image.get_rect()
self.rect.topleft = (x - velocity, y - velocity)
self.velocity = velocity
self.on_ground = True
self.xvel = 0
self.yvel = 0
def collide(self, xvel, yvel, obstacle_sprites):
global toast
for p in pygame.sprite.spritecollide(self, obstacle_sprites, False):
if xvel > 0:
self.rect.right = p.rect.left
toast.shout('collide RIGHT')
if xvel < 0:
self.rect.left = p.rect.right
toast.shout('collide LEFT')
if yvel > 0:
self.rect.bottom = p.rect.top
self.on_ground = True
self.yvel = 0
toast.shout('collide BOTTOM')
if yvel < 0:
self.rect.top = p.rect.bottom
self.yvel = 0
toast.shout('collide TOP')
def update(self, obstacle_sprites):
global toast
key = pygame.key.get_pressed()
self.xvel = 0
if key[pygame.K_a]:
self.xvel =- self.velocity
if key[pygame.K_d]:
self.xvel = self.velocity
if self.on_ground:
if key[pygame.K_SPACE]:
toast.shout('JUMPING')
self.on_ground = False
self.yvel = -20
else:
self.yvel += 1
self.rect.left += self.xvel
self.collide(self.xvel, 0, obstacle_sprites)
self.rect.top += self.yvel
self.on_ground = False
self.collide(0, self.yvel, obstacle_sprites)
self.rect.clamp_ip(pygame.display.get_surface().get_rect())
if self.rect.bottom == pygame.display.get_surface().get_rect().bottom:
self.on_ground = True
class Obstacle(pygame.sprite.Sprite):
def __init__(self, x, y, width, height, color, *grps):
super().__init__(*grps)
self.image = pygame.Surface((width, height))
self.image.fill(color)
self.rect = self.image.get_rect(center=(x, y))
all_sprites = pygame.sprite.Group()
player_sprite = pygame.sprite.Group()
obstacle_sprites = pygame.sprite.Group()
toast = Toast(all_sprites)
hero = Player(0, 570, 30, 30, 5, GREEN, all_sprites, player_sprite)
for x in [
(100, 585, 120, 30),
(300, 535, 120, 30),
(500, 485, 120, 30)
]:
Obstacle(*x, PINK, all_sprites, obstacle_sprites)
run = True
while run:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
window.fill(window_color)
all_sprites.update(obstacle_sprites)
all_sprites.draw(window)
pygame.display.update()
pygame.quit()
Upvotes: 2