Reputation: 1453
I am writing a simple invaders game. To add damage to the bases I figured I could blit a small, black surface on the base at bullet impact, and use a mask to check if the bullet was on the damage or the base, but it isn't working and I feel I am misunderstanding the mask. The first collision is detected but after that it also detects a collision but doesn't put any more damage on the base. I thought because the surface was black the base mask wouldn't include it, but it isn't working. Here is a short test to demo this. Press space (or any key) to fire a bullet at the base. I thought maybe I should generate a new mask for the base but that doesn't work. The mask collide is from the pygame sprite code on github.
import sys, pygame, random
from pygame.locals import *
screenwidth = 600
screenheight = 400
pygame.init()
screen = pygame.display.set_mode((screenwidth, screenheight))
pygame.display.set_caption("shoot 'em up")
screenrect = screen.get_rect()
black = (0, 0, 0)
blue = (10, 10, 255)
yellow = (238, 238, 0)
base_width = 80
base_height = 40
bullet_width = 3
bullet_height = 10
class Bullet(pygame.Surface):
def __init__(self, point):
super().__init__((bullet_width, bullet_height), pygame.SRCALPHA)
self.rect = self.get_rect()
self.rect.midbottom = point
self.fill(yellow)
self.velocity = -5
self.alive = True
self.mask = pygame.mask.from_surface(self)
def update(self):
self.rect.top += self.velocity
def draw(self, surf):
surf.blit(self, self.rect)
class Base(pygame.Surface):
def __init__(self, x, y, colour):
super().__init__((base_width, base_height), pygame.SRCALPHA)
self.rect = self.get_rect()
self.rect.x = x
self.rect.y = y
self.fill(colour)
self.alive = True
def add_damage(self, bullet):
width = random.randint(3, 6)
height = random.randint(8, 12)
damage = pygame.Surface((width, height), pygame.SRCALPHA)
damage.fill(black)
rect = damage.get_rect()
rect.x = bullet.rect.x - self.rect.x
rect.y = bullet.rect.top - self.rect.top
self.blit(damage, rect)
#self.mask = pygame.mask.from_surface(self)
def draw(self, surf):
surf.blit(self, self.rect)
class Test(pygame.Surface):
def __init__(self):
super().__init__((600, 400))
self. base = Base(50, 300, blue)
self.bullets = []
def run(self):
while 1:
self.get_events()
self.update()
self.draw()
def get_events(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == pygame.KEYDOWN:
bullet = Bullet((60, 380))
self.bullets.append(bullet)
def update(self):
if self.bullets:
for bullet in self.bullets:
bullet.update()
self.collision_check(bullet)
for bullet in self.bullets:
if not bullet.alive:
self.bullets.remove(bullet)
def collision_check(self, bullet):
if bullet.rect.colliderect(self.base):
if self.collide_mask(bullet, self.base):
print("collide")
self.base.add_damage(bullet)
bullet.alive = False
def collide_mask(self, left, right):
xoffset = right.rect[0] - left.rect[0]
yoffset = right.rect[1] - left.rect[1]
try:
leftmask = left.mask
except AttributeError:
leftmask = pygame.mask.from_surface(left)
try:
rightmask = right.mask
except AttributeError:
rightmask = pygame.mask.from_surface(right)
return leftmask.overlap(rightmask, (xoffset, yoffset))
def draw(self):
self.fill(black)
self.base.draw(self)
for bullet in self.bullets:
bullet.draw(self)
screen.blit(self, (0,0))
pygame.display.flip()
if __name__=="__main__":
t = Test()
t.run()
As you can see this is not using pygame sprites.
Upvotes: 1
Views: 99
Reputation: 210968
if the pygame.Surface
object is changed you need to recreate the mask with pygame.mask.from_surface
. However, the mask is generated form the Surface's alpha channel. Therefore, you need to make the damaged area transparent. Create a completely transparent rectangle (RGBA = 0, 0, 0, 0) and blit
the rectangle using the special flag BLEND_RGBA_MULT
(or BLEND_RGBA_MIN
). Finally recreate the mask:
damage = pygame.Surface((width, height), pygame.SRCALPHA)
self.blit(damage, rect, special_flags=pygame.BLEND_RGBA_MULT)
self.mask = pygame.mask.from_surface(self)
add_damage
Mehtod:
class Base(pygame.Surface):
# [...]
def add_damage(self, bullet):
width = random.randint(3, 6)
height = random.randint(8, 12)
damage = pygame.Surface((width, height), pygame.SRCALPHA)
rect = damage.get_rect()
rect.x = bullet.rect.x - self.rect.x
rect.y = bullet.rect.top - self.rect.top
self.blit(damage, rect, special_flags=pygame.BLEND_RGBA_MULT)
self.mask = pygame.mask.from_surface(self)
Upvotes: 1