I have made a list of bullets and a list of sprites using the classes below. How do I detect if a bullet collides with a sprite and then delete that sprite and the bullet?
#Define the sprite class
class Sprite:
def __init__(self,x,y, name):
self.x=x
self.y=y
self.image = pygame.image.load(name)
self.rect = self.image.get_rect()
def render(self):
window.blit(self.image, (self.x,self.y))
# Define the bullet class to create bullets
class Bullet:
def __init__(self,x,y):
self.x = x + 23
self.y = y
self.bullet = pygame.image.load("user_bullet.BMP")
self.rect = self.bullet.get_rect()
def render(self):
window.blit(self.bullet, (self.x, self.y))
Collision detection is a very often concept and used in almost games such as ping pong games, space invaders, etc. The simple and straight forward concept is to match up the coordinates of the two objects and set a condition for the happening of collision.
In order to be able to implement collision detection, you first need to know how pygame detects collisions between sprites. Every Sprite in pygame has (should) have a rect or “rectangle” object assigned to it. This rectangle object has the same width and height as the Sprite itself and represents it's boundaries.
Use pygame. Rect. colliderect() to detect collisions between instances of Sprite and Bullet .
If both the horizontal and vertical edges overlap we have a collision. We check if the right side of the first object is greater than the left side of the second object and if the second object's right side is greater than the first object's left side; similarly for the vertical axis.
In PyGame, basic collision detection can be done using pygame.Rect
objects. The Rect
object offers various methods for detecting collisions between objects. Note that even the collision of a rectangular object with a circular object such as a paddle and a ball in Pong game can be roughly detected by a collision between two rectangular objects, the paddle and the bounding rectangle of the ball.
Some examples:
pygame.Rect.collidepoint
:
Test if a point is inside a rectangle
repl.it/@Rabbid76/PyGame-collidepoint
import pygame
pygame.init()
window = pygame.display.set_mode((250, 250))
rect = pygame.Rect(*window.get_rect().center, 0, 0).inflate(100, 100)
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
point = pygame.mouse.get_pos()
collide = rect.collidepoint(point)
color = (255, 0, 0) if collide else (255, 255, 255)
window.fill(0)
pygame.draw.rect(window, color, rect)
pygame.display.flip()
pygame.quit()
exit()
pygame.Rect.colliderect
Test if two rectangles overlap
See also How to detect collisions between two rectangular objects or images in pygame
repl.it/@Rabbid76/PyGame-colliderect
import pygame
pygame.init()
window = pygame.display.set_mode((250, 250))
rect1 = pygame.Rect(*window.get_rect().center, 0, 0).inflate(75, 75)
rect2 = pygame.Rect(0, 0, 75, 75)
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
rect2.center = pygame.mouse.get_pos()
collide = rect1.colliderect(rect2)
color = (255, 0, 0) if collide else (255, 255, 255)
window.fill(0)
pygame.draw.rect(window, color, rect1)
pygame.draw.rect(window, (0, 255, 0), rect2, 6, 1)
pygame.display.flip()
pygame.quit()
exit()
Furthermore pygame.Rect.collidelist
and pygame.Rect.collidelistall
can be used for the collision test between a rectangle and a list of rectangles. pygame.Rect.collidedict
and pygame.Rect.collidedictall
can be used for the collision collision test between a rectangle and a dictionary of rectangles.
The collision of pygame.sprite.Sprite
and pygame.sprite.Group
objects, can be detected by pygame.sprite.spritecollide()
, pygame.sprite.groupcollide()
or pygame.sprite.spritecollideany()
. When using these methods, the collision detection algorithm can be specified by the collided
argument:
The collided argument is a callback function used to calculate if two sprites are colliding.
Possible collided
callables are collide_rect
, collide_rect_ratio
, collide_circle
, collide_circle_ratio
, collide_mask
Some examples:
pygame.sprite.spritecollide()
repl.it/@Rabbid76/PyGame-spritecollide
import pygame
pygame.init()
window = pygame.display.set_mode((250, 250))
sprite1 = pygame.sprite.Sprite()
sprite1.image = pygame.Surface((75, 75))
sprite1.image.fill((255, 0, 0))
sprite1.rect = pygame.Rect(*window.get_rect().center, 0, 0).inflate(75, 75)
sprite2 = pygame.sprite.Sprite()
sprite2.image = pygame.Surface((75, 75))
sprite2.image.fill((0, 255, 0))
sprite2.rect = pygame.Rect(*window.get_rect().center, 0, 0).inflate(75, 75)
all_group = pygame.sprite.Group([sprite2, sprite1])
test_group = pygame.sprite.Group(sprite2)
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
sprite1.rect.center = pygame.mouse.get_pos()
collide = pygame.sprite.spritecollide(sprite1, test_group, False)
window.fill(0)
all_group.draw(window)
for s in collide:
pygame.draw.rect(window, (255, 255, 255), s.rect, 5, 1)
pygame.display.flip()
pygame.quit()
exit()
For a collision with masks see How can I made a collision mask? or Pygame mask collision
See also Collision and Intersection
pygame.sprite.spritecollide()
/ collide_circle
repl.it/@Rabbid76/PyGame-spritecollidecollidecircle
import pygame
pygame.init()
window = pygame.display.set_mode((250, 250))
sprite1 = pygame.sprite.Sprite()
sprite1.image = pygame.Surface((80, 80), pygame.SRCALPHA)
pygame.draw.circle(sprite1.image, (255, 0, 0), (40, 40), 40)
sprite1.rect = pygame.Rect(*window.get_rect().center, 0, 0).inflate(40, 40)
sprite2 = pygame.sprite.Sprite()
sprite2.image = pygame.Surface((80, 89), pygame.SRCALPHA)
pygame.draw.circle(sprite2.image, (0, 255, 0), (40, 40), 40)
sprite2.rect = pygame.Rect(*window.get_rect().center, 0, 0).inflate(80, 80)
all_group = pygame.sprite.Group([sprite2, sprite1])
test_group = pygame.sprite.Group(sprite2)
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
sprite1.rect.center = pygame.mouse.get_pos()
collide = pygame.sprite.spritecollide(sprite1, test_group, False, pygame.sprite.collide_circle)
window.fill(0)
all_group.draw(window)
for s in collide:
pygame.draw.circle(window, (255, 255, 255), s.rect.center, s.rect.width // 2, 5)
pygame.display.flip()
pygame.quit()
exit()
What does this all mean for your code?
pygame.Surface.get_rect.get_rect()
returns a rectangle with the size of the Surface object, that always starts at (0, 0) since a Surface object has no position. The position of the rectangle can be specified by a keyword argument. For example, the center of the rectangle can be specified with the keyword argument center
. These keyword argument are applied to the attributes of the pygame.Rect
before it is returned (see pygame.Rect
for a full list of the keyword arguments).
See *Why is my collision test always returning 'true' and why is the position of the rectangle of the image always wrong (0, 0)?
You don't need the x
and y
attributes of Sprite
and Bullet
at all. Use the position of the rect
attribute instead:
#Define the sprite class
class Sprite:
def __init__(self, x, y, name):
self.image = pygame.image.load(name)
self.rect = self.image.get_rect(topleft = (x, y))
def render(self):
window.blit(self.image, self.rect)
# Define the bullet class to create bullets
class Bullet:
def __init__(self, x, y):
self.bullet = pygame.image.load("user_bullet.BMP")
self.rect = self.bullet.get_rect(topleft = (x + 23, y))
def render(self):
window.blit(self.bullet, self.rect)
Use pygame.Rect.colliderect()
to detect collisions between instances of Sprite
and Bullet
.
See How to detect collisions between two rectangular objects or images in pygame:
my_sprite = Sprite(sx, sy, name)
my_bullet = Bullet(by, by)
while True:
# [...]
if my_sprite.rect.colliderect(my_bullet.rect):
printe("hit")
From what I understand of pygame you just need to check if the two rectangles overlap using the colliderect
method. One way to do it is to have a method in your Bullet
class that checks for collisions:
def is_collided_with(self, sprite):
return self.rect.colliderect(sprite.rect)
Then you can call it like:
sprite = Sprite(10, 10, 'my_sprite')
bullet = Bullet(20, 10)
if bullet.is_collided_with(sprite):
print('collision!')
bullet.kill()
sprite.kill()
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