How can I use Pygame's sprite
module to detect the collision of two sprites with transparent backgrounds, so that it will return True
only if the actual sprites, not the transparent backgrounds collide?
Use the pygame.mask.from_surface
function to give your sprites a self.mask
attribute.
self.mask = pygame.mask.from_surface(self.image)
Then you can pass pygame.sprite.collide_mask
as the callback function to one of the sprite collision functions like pygame.sprite.spritecollide
and the collision detection will be pixel perfect.
pygame.sprite.spritecollide(self.player, self.enemies, False, pygame.sprite.collide_mask)
Here's a complete example (the caption is changed when the two sprites collide):
import pygame as pg
class Player(pg.sprite.Sprite):
def __init__(self, pos):
super(Player, self).__init__()
self.image = pg.Surface((120, 120), pg.SRCALPHA)
pg.draw.polygon(self.image, (0, 100, 240), [(60, 0), (120, 120), (0, 120)])
self.rect = self.image.get_rect(center=pos)
self.mask = pg.mask.from_surface(self.image)
class Enemy(pg.sprite.Sprite):
def __init__(self, pos):
super(Enemy, self).__init__()
self.image = pg.Surface((120, 120), pg.SRCALPHA)
pg.draw.circle(self.image, (240, 100, 0), (60, 60), 60)
self.rect = self.image.get_rect(center=pos)
self.mask = pg.mask.from_surface(self.image)
class Game:
def __init__(self):
self.screen = pg.display.set_mode((640, 480))
self.player = Player((20, 20))
self.enemies = pg.sprite.Group(Enemy((320, 240)))
self.all_sprites = pg.sprite.Group(self.player, self.enemies)
self.done = False
self.clock = pg.time.Clock()
def run(self):
while not self.done:
self.event_loop()
self.update()
self.draw()
pg.display.flip()
self.clock.tick(60)
def event_loop(self):
for event in pg.event.get():
if event.type == pg.QUIT:
self.done = True
elif event.type == pg.MOUSEMOTION:
self.player.rect.center = event.pos
def update(self):
# Check if the player collides with an enemy sprite. The
# `pygame.sprite.collide_mask` callback uses the `mask`
# attributes of the sprites for the collision detection.
if pg.sprite.spritecollide(self.player, self.enemies, False, pg.sprite.collide_mask):
pg.display.set_caption('collision')
else:
pg.display.set_caption('no collision')
def draw(self):
self.screen.fill((30, 30, 30))
self.all_sprites.draw(self.screen)
if __name__ == '__main__':
pg.init()
game = Game()
game.run()
pg.quit()
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