How do I make the collisions work in this side scroller? - python

import pygame #importing the pygame library
pygame.init()
all_sprites = pygame.sprite.Group()
obstacle_group = pygame.sprite.Group()
player_group = pygame.sprite.Group()
defines the sprite groups we'll be calling on later
####Variables
width, height = 626, 375
fontObj = pygame.font.Font('Alsina Ultrajada.TTF', 16)
pygame.display.set_caption("side scroller")
screen = pygame.display.set_mode((width, height))
bg = pygame.image.load("achtergrondPixel.png")
gameOver = pygame.image.load("gameOver.png")
R_char = pygame.transform.scale(pygame.image.load("character.png"), (100, 100))
L_char = pygame.transform.flip((R_char), True, False)
char = R_char
jade = (55, 255, 20)
red = (255, 0, 0)
hitbox = (150, 200, 100, 100)
here we are making our player class, first we are initializing our player
class Player(pygame.sprite.Sprite): #making a class for our character so we can easily call the variables
def __init__(self, x, y, width, height, pos):
global player_group
super().__init__(player_group, all_sprites)
self.x = x
self.y = y
self.width = width
self.height = height
self.charFlip = False
self.isJump = False
self.jumpCount = 10
self.isFalling = False
self.fallCount = int(1)
self.pos = pos
self.rect = pygame.Rect((self.x - self.pos + 21),(self.y + 20), (self.width - 33), (self.height- 33))
self.add(player_group)
here we are making the function that draws our character, we also have a jump system and an falling system
def draw(self, screen):
screen.blit(char, (self.x, self.y))
if self.isFalling:
if self.y <= 200 and self.x < 488 and self.x > 573: #hier moet var worden aangemaakt voor als hij op platform staat
self.y -= (self.fallCount**2) * 0.1 * -1
self.fallCount += 1
else:
self.isFalling = False
self.fallCount = 1
if self.isJump:
if self.jumpCount >= 0:
neg = 1
if self.jumpCount == 0:
self.isFalling = True
self.y -= (self.jumpCount**2) * .25 * neg
self.jumpCount -= 1
else:
self.isJump = False
self.jumpCount = 10
self.hitbox = pygame.Rect((self.x - self.pos + 21),(self.y + 20), (self.width - 33), (self.height- 33))
if pygame.sprite.spritecollideany(self, obstacle_group):
print("collide")
Here we are making the green rectangle that is our obstacle in the game, first initializing it and that drawing it to the screen in the color jade
class Obstacle(pygame.sprite.Sprite):
def __init__(self, x, y, width, height, pos):
global obstacle_group
super().__init__(obstacle_group, all_sprites)
self.pos = pos
self.x = x
self.y = y
self.width = width
self.height = height
self.rect = pygame.Rect((self.x - self.pos),self.y, self.width, self.height)
#self.add(obstacle_group)
def draw(self, screen, pos):
pygame.draw.rect(screen, jade, pygame.Rect((self.x - self.pos), self.y, self.width, self.height))
self.hitbox = pygame.Rect((self.x - self.pos),self.y, self.width, self.height)
pygame.draw.rect(screen, red, self.hitbox, 1)
pos is the variable we use to scroll the background
pos = 0
here we are making the player character and the only obstacle in the side scroller
obstacle2 = Obstacle(300, 200, 100, 20, pos)
nkdMonkey = Player(150, 200, 100, 100, pos)
FPS = 60
run = True
clock = pygame.time.Clock()
this is our main drawing function that we call on in our main while loop
def draw_window():
screen.blit(bg, ((-1 * pos), 0))
textSurfaceObj = fontObj.render((str(pos)), False, (240,240,240, 255))
screen.blit(textSurfaceObj, (40,40))
obstacle2.draw(screen, pos)
nkdMonkey.draw(screen)
#pygame.draw.rect(screen, red, nkdMonkey.hitbox, 1)
#for if you want to see the hitbox of the player which is used for collisions
pygame.display.update()
this is our while loop
while run:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
#all_sprites = pygame.sprite.Group()
#obstacle_group = pygame.sprite.Group()
#player_group = pygame.sprite.Group()
keys_pressed = pygame.key.get_pressed()
#Checks if the front and and back button is pressed and if so, changes pos.
if keys_pressed[pygame.K_d] and pos < 1874:
pos += 2
char = R_char
if keys_pressed[pygame.K_d] and keys_pressed[
pygame.K_LSHIFT] and pos < 2000:
pos += 5
char = R_char
if keys_pressed[pygame.K_a] and pos > 0:
pos -= 2
char = L_char
if keys_pressed[pygame.K_a] and keys_pressed[pygame.K_LSHIFT] and pos > 0:
pos -= 5
char = L_char
if keys_pressed[pygame.K_w] and nkdMonkey.isJump == False:
nkdMonkey.isJump = True
if nkdMonkey.y > 200 and nkdMonkey.x > 488 and nkdMonkey.x < 573:
nkdMonkey.y -= 1
#if nkdMonkey.x > 488 and nkdMonkey.x < 573:
#nkdMonkey.isFalling = True
if pos > 1980:
run = False
this is the point we can't figure out, we want it to print collide when the two sprites are colliding
if pygame.sprite.spritecollideany(nkdMonkey, obstacle_group):
print("collide")
all_sprites.update()
draw_window()
Here we made a simple end screen
screen.fill(jade)
screen.blit(pygame.image.load("character.png"), (0, 70))
text = fontObj.render('You win!!', True, (0,0,0, 255))
textRect = text.get_rect()
score = fontObj.render(str(pos), True, red)
screen.blit(score, (40,40))
textRect.center = (width // 2, (height // 2 + 20))
screen.blit(text, textRect)
pygame.display.flip()

pygame.sprite.spritecollideany attributes of the pygame.sprite.Sprite objects to detect a collision. Therefore you have to update the location of the rectangle by the position of the player:
nkdMonkey.rect.topleft = (nkdMonkey.x - nkdMonkey.pos), nkdMonkey.y)
if pygame.sprite.spritecollideany(nkdMonkey, obstacle_group):
print("collide")

Related

how do i move obstacles faster for dino game

I'm trying my best to make a dino game replica and I'm stuck at increasing the speed of the obstacles that comes towards the character. The speed of 5 just seems to be the magic number but when I change it to six the rock doesn't get detected and ultimately doesn't spawn the next rock.
I don't know why.
there are no errors except for when the rock doesn't get spawned and I get an index out of range:
Traceback (most recent call last):
File "C:\Users\austi\OneDrive\Desktop\scroller game\main.py", line 109, in <module>
main()
File "C:\Users\austi\OneDrive\Desktop\scroller game\main.py", line 102, in main
if game.collide():
File "C:\Users\austi\OneDrive\Desktop\scroller game\main.py", line 71, in collide
olh = self.obstacles[0].hitBox[0]
IndexError: list index out of range
here is what I got:
main.py
import pygame
import math
import random
from player import Player
from objects import Obstacle
WIDTH, HEIGHT = 700, 400
class Game:
def __init__(self, playerSprite=None, obSprite= None):
self.playerSprite = playerSprite
self.obSprite = obSprite
self.player = Player(50, 50, 50, 50, 8, (0, 0, 0), None)
self.obstacle = Obstacle(1, (800, 350, 50, 50), 5, None)
self.obstacles = [self.obstacle]
self.spawnGap = -100
self.speed = 5
def spawn(self):
for obstacle in self.obstacles:
#if its at the specific spot than spawn a rock
if obstacle.pos.x + obstacle.w == WIDTH/2 + self.spawnGap:
#get shape of rock
type = round(random.randint(0, 3))
rect = (700, 350, 50, 50)
if self.obSprite != None:
self.obSprite = pygame.transform.scale(self.obSprite, (50, 50))
if type == 1:
rect = (700, 350, 25, 50)
if self.obSprite != None:
self.obSprite = pygame.transform.scale(self.obSprite, (25, 50))
if type == 2 :
rect = (700, 375, 50, 25)
if self.obSprite != None:
self.obSprite = pygame.transform.scale(self.obSprite, (50, 25))
if type == 3:
rect = (700, 350, 75, 50)
if self.obSprite != None:
self.obSprite = pygame.transform.scale(self.obSprite, (75, 50))
#increase the place in which the rock spawns
self.spawnGap += 10
#create a new obstacle and append it to the obstacle array
self.obstacle = Obstacle(type, rect, 5, None)
self.obstacles.append(self.obstacle)
#delete obstacle when its at the end
if obstacle.pos.x < -obstacle.w:
index = self.obstacles.index(obstacle)
del self.obstacles[index]
def draw(self, win):
self.spawn()
self.hitBoxes()
self.player.draw(window)
for obstacle in self.obstacles:
obstacle.draw(window)
def collide(self):
plh = self.player.hitBox[0]
prh = self.player.hitBox[0] + self.player.hitBox[2]
pth = self.player.hitBox[1]
pbh = self.player.hitBox[1] + self.player.hitBox[3]
olh = self.obstacles[0].hitBox[0]
orh = self.obstacles[0].hitBox[0] + self.obstacles[0].hitBox[2]
oth = self.obstacles[0].hitBox[1]
obh = self.obstacles[0].hitBox[1] + self.obstacles[0].hitBox[3]
if prh >= olh and plh <= orh:
if pbh >= oth:
return True
else:
return False
def hitBoxes(self):
key = pygame.key.get_pressed()
if key[pygame.K_a]:
self.player.showHitBoxes = True
for obstacle in self.obstacles:
obstacle.showHitBoxes = True
if key[pygame.K_s]:
self.player.showHitBoxes = False
for obstacle in self.obstacles:
obstacle.showHitBoxes = False
def main():
done = False
pressed = False
game = Game()
time = pygame.time.Clock()
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
window.fill((255, 255, 255))
game.draw(window)
if game.collide():
done = True
pygame.draw.line(window, (255, 0, 0), (WIDTH/2, 0), (WIDTH/2, HEIGHT))
pygame.draw.line(window, (0, 0, 255), (WIDTH/2 + game.spawnGap, 0), (WIDTH/2 + game.spawnGap, HEIGHT))
pygame.display.update()
time.tick(60)
pygame.quit()
main()
objects.py
import pygame
from pygame.math import Vector2
class Obstacle:
def __init__(self, type, rect, speed, rockSprite=None):
self.obSprite = rockSprite
self.xSpawn = rect[0]
self.ySpawn = rect[1]
self.pos = Vector2(self.xSpawn, self.ySpawn)
self.w = rect[2]
self.h = rect[3]
self.type = type
self.speed = speed
self.hitBox = ()
self.showHitBoxes = False
def draw(self, win):
self.hitBox = (self.pos.x, self.pos.y, self.w, self.h)
if self.showHitBoxes:
pygame.draw.rect(win, (255, 0, 0), self.hitBox, 2)
if self.obSprite != None:
win.blit(self.obSprite, self.pos)
else:
pygame.draw.rect(win, (0, 0, 0), (self.pos.x, self.pos.y, self.w, self.h))
self.update()
def update(self):
self.pos.x -= self.speed
player.py
import pygame
from pygame.math import Vector2
WIDTH, HEIGHT = 700, 400
class Player:
def __init__(self, x, y, w, h, jumpVel, color, sprite=None):
self.playerSprite = sprite
self.x = x
self.y = y
self.w = w
self.h = h
self.pos = Vector2(self.x, self.y)
self.color = color
self.gravity = 0.3
self.vel = self.gravity
self.jVel = jumpVel
self.touching_surface = False
self.canJump = True
self.jumping = False
self.hitBox = ()
self.showHitBoxes = False
def draw(self, win):
self.hitBox = (self.pos.x + 0, self.pos.y + 10, 50, 30)
if self.showHitBoxes:
pygame.draw.rect(win, (255, 0, 0), self.hitBox, 2)
if self.playerSprite != None:
win.blit(self.playerSprite, self.pos)
else:
pygame.draw.rect(win, (255, 0, 0), (self.pos.x, self.pos.y, 50, 50))
self.update()
def update(self):
mouse = pygame.mouse.get_pressed()
if self.pos.y + self.h >= HEIGHT:
self.touching_surface = True
self.vel = 0
self.pos.y = HEIGHT - self.h
else:
self.touching_surface = False
self.vel += self.gravity
if self.pos.x <= 0:
self.pos.x = 0
elif self.pos.x + self.w >= WIDTH:
self.pos.x = WIDTH - self.w
if self.touching_surface:
self.canJump = True
else:
self.canJump = False
if mouse[0] == 1 and self.canJump and not self.jumping:
self.jumping = True
self.canJump = False
self.vel = -self.jVel
if mouse[0] == 0:
self.jumping = False
self.pos.y += self.vel
and I suspect the issue is in the spawn function in the Game class in main.py
I've been trying to work on this for a couple days now and I still cannot solve my issue.
The problem is the condition
if obstacle.pos.x + obstacle.w == WIDTH/2 + self.spawnGap:
# [...]
This condition is only True when the obstacle is exactly at a certain position. If the speed changes, the obstacle does not exactly hit the position.
Test on a small range instead of a position. e.g.:
right = obstacle.pos.x + obstacle.w
target = WIDTH/2 + self.spawnGap
if traget <= right < traget + speed:
# [...]

Why is the program not stopping after the main loop is stopped?

I am trying to make my own version of Snake. I'm trying to set it up so that when a wall is hit, the main while loop stops running by setting run = False. This works when I close the program with the quit button, but for some reason is not working when a collision is detected. Any help?
Note: I did try moving the gameOver() function out of the updateScreen() function and putting it separately at the end of the loop, but that didn't work either.
import pygame
import time
import os
pygame.init()
width, height = (500, 500)
win = pygame.display.set_mode((width, height))
pygame.display.set_caption("Snake")
win.fill((0, 0, 0))
# Snake Class
class Snake:
def __init__(self, x, y, width, height, color):
self.x = x
self.y = y
self.width = width
self.height = height
self.color = color
self.len = []
self.xvel = 0
self.yvel = 0
def draw(self, window):
win.fill((0, 0, 0))
pygame.draw.rect(window, self.color, (self.x, self.y, self.width, self.height))
def move(self):
self.x += self.xvel
self.y += self.yvel
def checkCol(self):
# Check if edge is hit
if self.x <= 0 or self.x + self.width >= width:
return True
elif self.y <= 0 or self.y + self.height >= height:
return True
else:
return False
sn = Snake(100, 100, 15, 15, (0, 255, 0))
# MAIN LOOP
def main():
run = True
FPS = 15
clock = pygame.time.Clock()
fontStyle = pygame.font.SysFont(None, 50)
def updateScreen():
sn.move()
sn.draw(win)
gameOver()
pygame.display.update()
def gameOver():
if sn.checkCol():
run = False
print("check")
def message(msg, color):
m = fontStyle.render(msg, True, color)
win.blit(m, [width / 2, height / 2])
while run:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
sn.yvel = -10
sn.xvel = 0
if keys[pygame.K_s]:
sn.yvel = 10
sn.xvel = 0
if keys[pygame.K_a]:
sn.xvel = -10
sn.yvel = 0
if keys[pygame.K_d]:
sn.xvel = 10
sn.yvel = 0
updateScreen()
message("Game Over!", (255, 0, 0))
main()
use breakwhen your condition is met
if keys[pygame.K_d]:
sn.xvel = 10
sn.yvel = 0
break

how can I make the enemy move towards the player and predict its path in pygame

I am making a pygame game and I want my enemies follow the player and predict its path. I don't just want to reduce the distance between the player and the enemy. The number of enemies will be according to the level, every 3 levels will add a new enemy. I'm attaching my whole code along with a screenshot showing that my enemies are currently just moving in a straight line.
import pygame
import random
pygame.font.init()
width = 900
height = 600
screen = pygame.display.set_mode([width, height])
walkRight = [pygame.image.load('R1.png'), pygame.image.load('R2.png'), pygame.image.load('R3.png'),
pygame.image.load('R4.png'), pygame.image.load('R5.png'), pygame.image.load('R6.png'),
pygame.image.load('R7.png'), pygame.image.load('R8.png'), pygame.image.load('R9.png')]
walkLeft = [pygame.image.load('L1.png'), pygame.image.load('L2.png'), pygame.image.load('L3.png'),
pygame.image.load('L4.png'), pygame.image.load('L5.png'), pygame.image.load('L6.png'),
pygame.image.load('L7.png'), pygame.image.load('L8.png'), pygame.image.load('L9.png')]
char = pygame.image.load('standing.png')
bomb_pic = pygame.transform.scale(pygame.image.load('bomb.png'), (20,20))
bomb_explosion = pygame.transform.scale(pygame.image.load('explosion1.png'), (40,40))
pics = [bomb_pic, bomb_explosion]
# char_rect = char.get_rect()
enemy_Left = [pygame.image.load('L1E.png'), pygame.image.load('L2E.png'), pygame.image.load('L3E.png'),
pygame.image.load('L4E.png'), pygame.image.load('L5E.png'), pygame.image.load('L6E.png'),
pygame.image.load('L7E.png'), pygame.image.load('L8E.png'), pygame.image.load('L9E.png')]
x = 50
y = 50
width = 40
height = 60
vel = 5
isJump = False
jumpCount = 10
left = False
right = False
down = False
up = False
walkCount = 0
enemy_vel = 2
enemy_list = []
shop = pygame.transform.scale(pygame.image.load("shop.png"), (60, 60))
clock = pygame.time.Clock()
FPS = 60
font = pygame.font.Font('freesansbold.ttf', 32)
items_font = pygame.font.Font('freesansbold.ttf', 16)
bombs =[]
explosions = []
bag = {'bomb': 0}
print(bag["bomb"])
class Button():
def __init__(self, color, x, y, width, height, text=''):
self.color = color
self.x = x
self.y = y
self.width = width
self.height = height
self.text = text
def draw(self, win, outline=None):
# Call this method to draw the button on the screen
if outline:
pygame.draw.rect(win, outline, (self.x - 2, self.y - 2, self.width + 4, self.height + 4), 0)
pygame.draw.rect(win, self.color, (self.x, self.y, self.width, self.height), 0)
if self.text != '':
font = pygame.font.SysFont('comicsans', 20)
text = font.render(self.text, 1, (0, 0, 0))
win.blit(text, (
self.x + (self.width / 2 - text.get_width() / 2), self.y + (self.height / 2 - text.get_height() / 2)))
def shop_run():
shop_bomb = Button((0, 200, 0), 820, 150, 60, 20, text="Bomb_b")
bright_green = (0, 255, 0)
green = (0, 200, 0)
shop_bomb.draw(screen)
def redrawGameWindow():
global walkCount
global font
global bag
global items_font
global enemy_list
global pics
current_time = pygame.time.get_ticks()
screen.fill([166, 166, 166])
for five_enemies in range(6):
random_enemy_location_y = random.randrange(100, 400)
random_enemy_location_x = random.randrange(800, 840)
enemy_list.append([random_enemy_location_x, random_enemy_location_y])
for enemies in range(6):
screen.blit(enemy_Left[enemies], enemy_list[enemies])
enemy_list[enemies][0] -= 0.3
pygame.draw.rect(screen, (0, 0, 0), (800, 0, 100, 600))
if x + char.get_width() < 60 and y + char.get_height() < 60:
shop_run()
screen.blit(shop, (0, 0))
screen.blit(font.render("Menu", True, (255,255,255)),(805, 10))
screen.blit(items_font.render("Bombs: "+ str(bag["bomb"]), True, (255, 255, 255)), (805, 550))
# screen.blit(bomb_explosion, (450, 300))
if walkCount + 1 >= 27:
walkCount = 0
if left:
screen.blit(walkLeft[walkCount // 3], (x, y))
walkCount += 1
elif right:
screen.blit(walkRight[walkCount // 3], (x, y))
walkCount += 1
elif down:
screen.blit(char, (x, y))
walkcount = 0
elif up:
screen.blit(char, (x, y))
walkcount = 0
else:
screen.blit(char, (x, y))
walkCount = 0
for i in reversed(range(len(bombs))):
pos, end_time = bombs[i]
if current_time > end_time:
bombs.pop(i)
# current_time_2 = pygame.time.get_ticks()
# for j in reversed(range(len(explosions))):
# pos2, end_time_2 = explosions[j]
# if current_time_2 > end_time_2:
# explosions.pop(j)
# else:
# screen.blit(bomb_explosion, pos2)
else:
screen.blit(pics[0], pos)
for j in reversed(range(len(explosions))):
pos, end_time_2 = explosions[j]
if current_time > end_time_2:
explosions.pop(j)
elif current_time > (end_time_2 - 2000):
screen.blit(pics[1], pos)
else:
continue
pygame.display.update()
def main():
run = True
# shopper()
pygame.display.set_caption("bomb-mania")
global x
global y
global width
global height
global vel
global isJump
global jumpCount
global left
global right
global down
global up
global walkCount
global bomb_pic
global font
global bombs
global explosions
while run:
current_time = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if x + char.get_width() < 60 and y + char.get_height() < 60:
buy = pygame.key.get_pressed()
if buy[pygame.K_b]:
bag["bomb"] += 1
print(bag["bomb"])
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE and bag["bomb"] >= 1:
current_time_2 = pygame.time.get_ticks()
pos = x + char.get_width()/2, y + char.get_height() - 20
pos2 = ((x + char.get_width()/2)-10), y + char.get_height() - 30
end_time = current_time + 3000 # 3000 milliseconds = 3 seconds
end_time_2 = current_time_2 + 5000
explosions.append((pos2, end_time_2))
bombs.append((pos, end_time))
bag["bomb"] -= 1
redrawGameWindow()
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT] and x > vel - 15:
x -= vel
left = True
right = False
down = False
up = False
elif keys[pygame.K_RIGHT] and x < 800 - vel - width:
x += vel
left = False
right = True
down = False
up = False
elif keys[pygame.K_DOWN] and y < 600 - height:
y += vel
left = False
right = False
down = True
up = False
elif keys[pygame.K_UP] and y > vel - 15:
y -= vel
left = False
right = False
down = False
up = True
else:
left = False
right = False
down = False
up = False
walkCount = 0
clock.tick(FPS)
pygame.display.flip()
main()
You'll need some vector math for this, so I recommend to restructure your code and learn how to use Sprites; you can find an example here.
To find an answer to your question ("predict the path"), you could google for intercept vector or pursuit vector. That should yield some results, such as How to calculate the vector of an interception? or Calculating Intercepting Vector.
For example, I translated the last answer of the second question and copy/pasted it into one of my answers, since a) I'm too lazy to write everything again and b) there's a single point of code I have to change to implement the intercept logic (the EnemyController class).
import pygame
import random
import math
from pygame import Vector2
SPRITE_SHEET = None
GREEN_SHIP = pygame.Rect(0, 292, 32, 32)
RED_SHIP = pygame.Rect(0, 324, 32, 32)
BLUE_SHIP = pygame.Rect(0, 356, 32, 32)
YELLOW_SHIP = pygame.Rect(0, 388, 32, 32)
class EnemyController:
def __init__(self, target):
self.direction = Vector2(1, 0)
self.target = target
def update(self, sprite, events, dt):
k = self.target.vel.magnitude() / sprite.speed;
distance_to_target = (sprite.pos - self.target.pos).magnitude()
b_hat = self.target.vel
c_hat = sprite.pos - self.target.pos
CAB = b_hat.angle_to(c_hat)
ABC = math.asin(math.sin(CAB) * k)
ACB = math.pi - (CAB + ABC)
j = distance_to_target / math.sin(ACB)
a = j * math.sin(CAB)
b = j * math.sin(ABC)
time_to_collision = b / self.target.vel.magnitude() if self.target.vel.magnitude() > 0 else 1
collision_pos = self.target.pos + (self.target.vel * time_to_collision)
v = sprite.pos - collision_pos
if v.length() > 0:
sprite.direction = -v.normalize()
if v.length() <= 10:
sprite.pos = pygame.Vector2(400, 100)
class PlayerController:
movement = {
pygame.K_UP: Vector2( 0, -1),
pygame.K_DOWN: Vector2( 0, 1),
pygame.K_LEFT: Vector2(-1, 0),
pygame.K_RIGHT: Vector2( 1, 0)
}
def update(self, sprite, events, dt):
pressed = pygame.key.get_pressed()
v = Vector2(0, 0)
for key in PlayerController.movement:
if pressed[key]:
v += PlayerController.movement[key]
sprite.direction = v
for e in events:
if e.type == pygame.KEYDOWN:
if e.key == pygame.K_SPACE:
sprite.groups()[0].add(Explosion(sprite.pos))
class Animation:
def __init__(self, frames, speed, sprite):
self.sprite = sprite
self.speed = speed
self.ticks = 0
self.frames = frames
self.running = 0
self.start()
def cycle_func(self, iterable):
saved = []
for element in iterable:
yield element
saved.append(element)
if hasattr(self.sprite, 'on_animation_end'):
self.sprite.on_animation_end()
while saved:
for element in saved:
yield element
if hasattr(self.sprite, 'on_animation_end'):
self.sprite.on_animation_end()
def stop(self):
self.running = 0
if self.idle_image:
self.sprite.image = self.idle_image
def start(self):
if not self.running:
self.running = 1
self.cycle = self.cycle_func(self.frames)
self.sprite.image = next(self.cycle)
def update(self, dt):
self.ticks += dt
if self.ticks >= self.speed:
self.ticks = self.ticks % self.speed
if self.running:
self.sprite.image = next(self.cycle)
class AnimatedSprite(pygame.sprite.Sprite):
def __init__(self, pos, frames, speed):
super().__init__()
self.animation = Animation(frames, speed, self)
self.rect = self.image.get_rect(center=pos)
self.pos = Vector2(pos)
self.animation.start()
def update(self, events, dt):
self.animation.update(dt)
class Explosion(AnimatedSprite):
frames = None
def __init__(self, pos):
if not Explosion.frames:
Explosion.frames = parse_sprite_sheet(SPRITE_SHEET, pygame.Rect(0, 890, 64, 64), 6, 4)
super().__init__(pos, Explosion.frames, 50)
def on_animation_end(self):
self.kill()
class DirectionalImageSprite(pygame.sprite.Sprite):
directions = [(1,0),(1,-1),(0,-1),(-1,-1),(-1,0),(-1,1),(0,1),(1,1),(0,0)]
def __init__(self, pos, directional_images_rect):
super().__init__()
images = parse_sprite_sheet(SPRITE_SHEET, directional_images_rect, 9, 1)
self.images = { x: img for (x, img) in zip(DirectionalImageSprite.directions, images) }
self.direction = Vector2(0, 0)
self.image = self.images[(self.direction.x, self.direction.y)]
self.rect = self.image.get_rect(center=pos)
self.pos = pygame.Vector2(pos)
class SpaceShip(DirectionalImageSprite):
def __init__(self, pos, controller, directional_images_rect):
super().__init__(pos, directional_images_rect)
self.controller = controller
self.speed = 2
self.vel = pygame.Vector2(0, 0)
def update(self, events, dt):
super().update(events, dt)
if self.controller:
self.controller.update(self, events, dt)
self.vel = Vector2(0, 0)
if (self.direction.x, self.direction.y) in self.images:
self.image = self.images[(self.direction.x, self.direction.y)]
if self.direction.length():
self.vel = self.direction.normalize() * self.speed
self.pos += self.vel
self.rect.center = int(self.pos[0]), int(self.pos[1])
def parse_sprite_sheet(sheet, start_rect, frames_in_row, lines):
frames = []
rect = start_rect.copy()
for _ in range(lines):
for _ in range(frames_in_row):
frame = sheet.subsurface(rect)
frames.append(frame)
rect.move_ip(rect.width, 0)
rect.move_ip(0, rect.height)
rect.x = start_rect.x
return frames
def main():
screen = pygame.display.set_mode((800, 600))
global SPRITE_SHEET
SPRITE_SHEET = pygame.image.load("ipLRR.png").convert_alpha()
clock = pygame.time.Clock()
dt = 0
player = SpaceShip((400, 300), PlayerController(), YELLOW_SHIP)
enemy = SpaceShip((400, 100), EnemyController(player), GREEN_SHIP)
enemy.speed = 4
all_sprites = pygame.sprite.Group(
player,
enemy
)
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
all_sprites.update(events, dt)
screen.fill((0, 0, 0))
all_sprites.draw(screen)
pygame.display.flip()
dt = clock.tick(120)
main()

Pygame sprite sheet hitbox broken

I made a simple game, where you have to jump over the stones moving towards you. The problem is that one of those sprites hitboxes is broken, even if the sprite mask is used. The player sprite is generated just dividing the player sprite sheet into 4 columns. Maybe there the problem is hiding?
Pictures for the program:
https://drive.google.com/drive/folders/1We6RDMs3Cwwprf1OY0ow9WCTHF9MHzne?usp=sharing
import pygame, os, random
pygame.init()
W, H = 800,600
HW, HH = W/2,H/2
AREA = W * H
WHITE = (255,255,255)
GREEN = (69,139,0)
FPS = 60
bg = pygame.image.load(os.path.join('Pildid', 'Taust3.png'))
bg = pygame.transform.scale(bg, (2000, 600))
DS = pygame.display.set_mode((W,H))
clock = pygame.time.Clock()
class Player(pygame.sprite.Sprite):
def __init__(self, x, y, py, player, veerg, rida):
super(Player,self).__init__()
'''Mangija huppamine'''
clock.tick(5)
self.x = x
self.y = y
self.jumping = False
self.platform_y = py
self.velocity_index = 0
'''Sprite sheet'''
self.player = pygame.image.load(os.path.join('Pildid', 'karakter.png')).convert_alpha()#pildi uleslaadimine
#self.player = pygame.transform.scale(self.player,(200,100))
self.rect = self.player.get_rect()
'''Sprite sheeti piltide jaotamine pikslite jargi'''
self.veerg = veerg
self.rida = rida
self.kokku = veerg * rida
self.rect = self.player.get_rect()
L = self.veergL = self.rect.width/veerg
K = self.weegK = self.rect.height/rida
PL,PK = self.veergKeskel = (L/2,K/2)
self.veerg = list([(index % veerg * L, int(index/veerg) * K,L,K )for index in range(self.kokku)])
self.handle = list([ #pildi paigutamise voimalikud positsioonid
(0, 0), (-PL, 0), (-L, 0),
(0, -PK), (-PL, -PK), (-L, -PK),
(0, -L), (-PL, -K), (-L, -K),])
self.mask = pygame.mask.from_surface(self.player)
def do_jumpt(self):
'''Huppamine: kiirus, korgus, platvorm'''
global velocity
if self.jumping:
self.y += velocity[self.velocity_index]
self.velocity_index += 1
if self.velocity_index >= len(velocity) - 1:
self.velocity_index = len(velocity) - 1
if self.y > self.platform_y:
self.y = self.platform_y
self.jumping = False
self.velocity_index = 0
def draw(self, DS,veergindex,x,y,handle=0):
DS.blit(self.player,(self.x+self.handle[handle][0], self.y + self.handle[handle][1]),self.veerg[veergindex])
def do(self):
'''Funktsioonide kokkupanek'''
self.do_jumpt()
p.draw(DS,index%p.kokku,190, 359,4)
def update(self):
self.rect.center = self.x, self.y
def keys(player):
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE] or keys[pygame.K_UP] and player.jumping == False:
player.jumping = True
class Obsticles(pygame.sprite.Sprite):
'''Game obsticles: **'''
#img = pygame.image.load(os.path.join('images', 'box.png'))
def __init__(self, x, y):
super(Obsticles,self).__init__()
self.img = pygame.image.load(os.path.join('Pildid', 'kivi.png')).convert_alpha()
self.img = pygame.transform.scale(self.img, (90,90))
self.rect = self.img.get_rect(center=(x, y))
self.x = x
self.y = y
self.mask = pygame.mask.from_surface(self.img)
def draw(self, DS):
'''Obsticle img blitting and hitbox'''
DS.blit(self.img, (self.x, self.y))
def update(self):
if self.x < -64: # Delete the obstacle.
# `kill()` removes this obstacle sprite from all sprite groups.
self.kill()
self.x += speed # Move the obstacle.
# Update the rect because it's used to blit the
# sprite and for the collision detection.
self.rect.center = self.x, self.y
def redrawWindow():
'''Obsticle loop'''
for i in ob:
i.draw(DS)
def text_objects(text, font):
textSurface = font.render(text, True, WHITE)
return textSurface, textSurface.get_rect()
def message_display(text):
largeText = pygame.font.Font('freesansbold.ttf',60)
TextSurf, TextRect = text_objects(text, largeText)
TextRect.center = ((W/2),(H/4))
DS.blit(TextSurf, TextRect)
pygame.display.update()
pygame.time.wait(3000)
def crash():
message_display('Failed')
pygame.time.set_timer(pygame.USEREVENT+2, random.choice([2500, 3000, 1500]))
velocity = list([(i/ 1)-20 for i in range (0,60)]) #Huppe ulatus
index = 3
obsticles = Obsticles(832, 363)
p = Player(190, 359, 359, 'karakter.png', 4, 1)
all_sprites = pygame.sprite.Group(p, obsticles)
ob = pygame.sprite.Group(obsticles)
x = 0
x -= 1
speed = -5
running = True
while running:
# ---Handle the events.---
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.USEREVENT+2:
r = random.randrange(0, 2)
if r == 0:
obsticles = Obsticles(832, 363)
# Add the obstacle to both groups.
ob.add(obsticles)
all_sprites.add(obsticles)
speed += -0.008
# ---Game logic.---
all_sprites.update()
collided = pygame.sprite.spritecollide(p, ob, True,
pygame.sprite.collide_mask)
if collided:
crash()
index += 1
# Background movement.
back_x = x % bg.get_rect().width
x -= 2
# ---Draw everything.---
DS.blit(bg, (back_x - bg.get_rect().width, 0))
if back_x < W:
DS.blit(bg, (back_x, 0))
keys(p)
p.do()
redrawWindow()
pygame.display.update()
clock.tick(60)
pygame.quit()
quit()
The problem is that you use the original image to create the Player.mask. The resulting mask covers all four poses of the character, so even if only one of the sprite sheet frames is visible, the complete original image is used for the collision detection. Your mask looks like the green area in this picture:
You should also use the rect (i.e. the rect.topleft coords) as the blit position, because it is used for the collision detection as well (to find the location of the mask).
I've got a fixed, shortened version of your program in which I've changed a few things to show you how I would solve the problem. First of all, I load the sprite sheet and cut it into several subsurfaces, then I assign the first surface/image to the self.image attribute of the Player. This image can be used to create the rect and the mask.
In the update method I increment the frame_index and assign the current image to self.image in order to animate the sprite. BTW, it would be a good idea to create separate masks for every image and swap them as well during the animation. (I'm just using the first mask here, since the animation frames are so similar.)
Note that if you give your sprites an image and a rect attribute, you can just call all_sprites.update(DS) to blit all sprite images at their corresponding rects.
import random
import pygame
pygame.init()
FPS = 60
DS = pygame.display.set_mode((800, 600))
clock = pygame.time.Clock()
PLAYER_SHEET = pygame.image.load('karakter.png').convert_alpha()
# Cut the sprite sheet and append the subsurfaces to this list.
PLAYER_IMAGES = []
width = PLAYER_SHEET.get_width() / 4
height = PLAYER_SHEET.get_height()
for x in range(4):
PLAYER_IMAGES.append(PLAYER_SHEET.subsurface(x*width, 0, width, height))
class Player(pygame.sprite.Sprite):
def __init__(self, x, y, py):
super(Player,self).__init__()
self.x = x
self.y = y
self.jumping = False
self.platform_y = py
self.velocity_index = 0
self.velocity = list([(i/ 1)-20 for i in range (0,60)])
self.frame_index = 0
self.image = PLAYER_IMAGES[self.frame_index]
self.rect = self.image.get_rect()
self.mask = pygame.mask.from_surface(self.image)
def do_jump(self):
if self.jumping:
self.y += self.velocity[self.velocity_index]
self.velocity_index += 1
if self.velocity_index >= len(self.velocity) - 1:
self.velocity_index = len(self.velocity) - 1
if self.y > self.platform_y:
self.y = self.platform_y
self.jumping = False
self.velocity_index = 0
def update(self):
self.rect.center = self.x, self.y
self.do_jump()
# Update the animation frame.
self.frame_index += 1
self.frame_index %= len(PLAYER_IMAGES) * 7 # * 7 to slow it down.
# Swap the image.
self.image = PLAYER_IMAGES[self.frame_index//7] # // 7 to slow it down.
def keys(player):
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE] or keys[pygame.K_UP] and player.jumping == False:
player.jumping = True
class Obstacle(pygame.sprite.Sprite):
"""Game Obstacle."""
def __init__(self, x, y):
super(Obstacle,self).__init__()
self.image = pygame.Surface((90, 90), pygame.SRCALPHA)
self.image.fill((100, 150, 0))
self.image = pygame.transform.scale(self.image, (90,90))
self.rect = self.image.get_rect(center=(x, y))
self.x = x
self.y = y
self.mask = pygame.mask.from_surface(self.image)
def update(self):
if self.x < -64:
self.kill()
self.x += speed
self.rect.center = self.x, self.y
pygame.time.set_timer(pygame.USEREVENT+2, random.choice([2500, 3000, 1500]))
index = 3
obstacle = Obstacle(832, 363)
player = Player(190, 359, 359)
all_sprites = pygame.sprite.Group(player, obstacle)
obstacles = pygame.sprite.Group(obstacle)
speed = -5
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.USEREVENT+2:
r = random.randrange(0, 2)
if r == 0:
obstacle = Obstacle(832, 363)
# Add the obstacle to both groups.
obstacles.add(obstacle)
all_sprites.add(obstacle)
keys(player)
# ---Game logic.---
speed += -0.008
all_sprites.update()
collided = pygame.sprite.spritecollide(player, obstacles, True,
pygame.sprite.collide_mask)
if collided:
print('crash')
index += 1
# ---Draw everything.---
DS.fill((30, 30, 30))
all_sprites.draw(DS)
# Here I draw the outline (points) of the player's mask.
px, py = player.rect.topleft
for point in player.mask.outline(8):
x, y = point[0] + px, point[1] + py
pygame.draw.circle(DS, (250, 250, 0), (x, y), 2)
pygame.draw.rect(DS, (0, 0, 250), player.rect, 1)
# Draw the outlines of the obstacles.
for obstac in obstacles:
pygame.draw.rect(DS, (150, 250, 0), obstac.rect, 1)
ox, oy = obstac.rect.topleft
for point in obstac.mask.outline(6):
pygame.draw.circle(DS, (250, 0, 0), (point[0]+ox, point[1]+oy), 2)
pygame.display.update()
clock.tick(60)
pygame.quit()

Pygame Inquiry - How to have different sprites from different classes collide

So I have been searching for a long time online to try and find out how to get my two sprite classes in pygame to collide. I am trying to make a basic game where the player has to dodge the squares. I would like some code for when the player hits one of the squares gameOver is true. Here's the code the player.
class Player(pygame.sprite.Sprite):
def __init__(self, x, y, image):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('Tri.png')
self.image = pygame.transform.scale (self.image, (int(width/16), int(width/15)))
self.rect = self.image.get_rect()
self.width, self.height = self.image.get_size()
self.rect.x = x
self.rect.y = y
def update(self):
mx, my = pygame.mouse.get_pos()
self.rect.x = mx - self.width/2
self.rect.y = (height * 0.8)
if self.rect.x <= 0 - self.width/2 + 10:
self.rect.x += 10
if self.rect.x + self.width >= width:
self.rect.x = width - self.width
def draw(self, screen):
if bgColour == black:
self.image = pygame.image.load('Tri2.png')
self.image = pygame.transform.scale (self.image, (int(width/16), int(width/15)))
else:
self.image = pygame.image.load('Tri.png')
self.image = pygame.transform.scale (self.image, (int(width/16), int(width/15)))
self.width, self.height = self.image.get_size()
gameDisplay.blit(self.image, self.rect)
Here's the code for the squares
class Square(pygame.sprite.Sprite):
def __init__(self, box_x, box_y, box_width, box_height,colour, box_speed, box_border, BC):
self.box_x = box_x
self.box_y = box_y
self.box_width = box_width
self.box_height = box_height
self.colour = colour
self.box_speed = box_speed
self.box_border = box_border
self.BC = BC
border = pygame.draw.rect(gameDisplay, self.BC, [self.box_x - self.box_border/2, self.box_y - self.box_border/2, self.box_width + self.box_border, self.box_height + self.box_border])
box = pygame.draw.rect(gameDisplay, self.colour, [self.box_x, self.box_y, self.box_width, self.box_height])
def Fall(self):
if self.box_y < height:
self.box_y += box_speed
elif self.box_y > height + 100:
del square[0]
border = pygame.draw.rect(gameDisplay, self.BC, [self.box_x - self.box_border/2, self.box_y - self.box_border/2, self.box_width + self.box_border, self.box_height + self.box_border])
box = pygame.draw.rect(gameDisplay, self.colour, [self.box_x, self.box_y, self.box_width, self.box_height])
And the main game loop. Sorry for the messy code and probably redundant variables but I'm still learning :)
def game_loop():
mx, my = pygame.mouse.get_pos()
x = mx
y = (height * 0.8)
player = Player(x, y, 'Tri.png')
box_width = int(width/15)
if round(box_width/5) % 10 == 0:
box_border = round(box_width/5)
else:
box_border = round(box_width/5 + 1)
box_x = random.randrange(0, width)
box_y = 0 - box_width
min_gap = box_width/4
global box_speed
box_col = False
box_start = random.randrange(0, width)
delay = 0
global square
square = []
move_speed = 10
#level variables
box_speed = 6
max_gap = box_width/2
score = 0
bgColourList = [white, black, white, white]
global bgColour
bgColour = bgColourList[0]
Blist = [red, green, black, pink, white]
BC = Blist[0]
Clist = [red, black, black, pink, white]
box_colour = red
text_colour = black
z = 60
level = 0
delayBG = 0
levelChange = 400
gameExit = False
while not gameExit:
for event in pygame.event.get():
if event.type == pygame.QUIT:
gameExit = True
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
gameExit = True
gameDisplay.fill(bgColour)
#blitting the player
player.update()
player.draw(gameDisplay)
#sets delay for level change
if score % levelChange == 0:
delayBG = 120
z = 120
if delayBG == 0:
bgColour = bgColourList[level]
BC = Blist[level]
box_colour = Clist[level]
if delay == 0:
score += 1
delay += 3
if delayBG == 0:
level += 1
box_speed += 1
max_gap -= 1
#creating a new square
if z == 0:
new = random.randint(0, width)
square.append(Square(new, box_y, box_width, box_width , box_colour, box_speed, box_border, BC))
z = random.randint(int(min_gap), int(max_gap))
last = new
lasty = box_y
#calling the Square.fall() function
for i in square:
i.Fall()
"""tris.remove(i)
i.checkCollision(tris)
tris.add(i)"""
pygame.draw.rect(gameDisplay, bgColour, [0,0, width, int(height/23)])
message_to_screen(str(score), text_colour, -height/2 + 15, 0)
delayBG -= 1
z -= 1
delay -= 1
pygame.display.update()
clock.tick(FPS)
game_loop()
pygame.quit()
quit()
Thank you in advance!
Create a group to hold all your Square objects:
square_group = pygame.sprite.Group()
Every time you create a Square object, add it to the group:
steven = Square(new, box_y, box_width, box_width , box_colour, box_speed, box_border, BC)
square_group.add(steven)
Then you can use spritecollide to check for collisions and act accordingly.
collisions = pygame.sprite.spritecollide(player, square_group, False)
if collisions:
gameExit = True

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