pythonpygamespritecollision

Pygame: Collision by Sides of Sprite


Is there a way in pygame to look for a collision between the a particular side of a sprite and a particular side of another sprite in pygame? For example, if the top of sprite A collides with the bottom of Sprite B, return True.

I am certain there is a way to do this, but I can't find any particular method in the documentation.


Solution

  • There is no function to get sides collision in PyGame.

    But you could try to use pygame.Rect.collidepoint to test if A.rect.midleft, A.rect.midright, A.rect.midtop, A.rect.midbottom, A.rect.topleft, A.rect.bottomleft , A.rect.topright, A.rect.bottomright are inside B.rect (pygame.Rect).


    EDIT:

    Example code. Use arrows to move player and touch enemy.

    (probably it is not optimal solution)

    import pygame
    
    WHITE = (255,255,255)
    BLACK = (0  ,0  ,0  )
    RED   = (255,0  ,0  )
    GREEN = (0  ,255,0  )
    BLUE  = (0  ,0  ,255)
    
    class Player():
    
        def __init__(self, x=0, y=0, width=150, height=150):
    
            self.rect = pygame.Rect(x, y, width, height)
    
            self.speed_x = 5
            self.speed_y = 5
    
            self.move_x = 0
            self.move_y = 0
    
            self.collision = [False] * 9
    
            self.font = pygame.font.SysFont("", 32)
            self.text = "";
    
        def set_center(self, screen):
            self.rect.center = screen.get_rect().center
    
        def event_handler(self, event):
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT:
                    self.move_x -= self.speed_x
                elif event.key == pygame.K_RIGHT:
                    self.move_x += self.speed_x
                elif event.key == pygame.K_UP:
                    self.move_y -= self.speed_y
                elif event.key == pygame.K_DOWN:
                    self.move_y += self.speed_y
    
            elif event.type == pygame.KEYUP:
                if event.key == pygame.K_LEFT:
                    self.move_x += self.speed_x
                elif event.key == pygame.K_RIGHT:
                    self.move_x -= self.speed_x
                elif event.key == pygame.K_UP:
                    self.move_y += self.speed_y
                elif event.key == pygame.K_DOWN:
                    self.move_y -= self.speed_y
    
        def update(self):
            self.rect.x += self.move_x
            self.rect.y += self.move_y
    
        def draw(self, screen):
    
            pygame.draw.rect(screen, WHITE, self.rect, 2)
            self.draw_point(screen, self.rect.topleft, self.collision[0])
            self.draw_point(screen, self.rect.topright, self.collision[1])
            self.draw_point(screen, self.rect.bottomleft, self.collision[2])
            self.draw_point(screen, self.rect.bottomright, self.collision[3])
    
            self.draw_point(screen, self.rect.midleft, self.collision[4])
            self.draw_point(screen, self.rect.midright, self.collision[5])
            self.draw_point(screen, self.rect.midtop, self.collision[6])
            self.draw_point(screen, self.rect.midbottom, self.collision[7])
    
            self.draw_point(screen, self.rect.center, self.collision[8])
    
        def draw_point(self, screen, pos, collision):
            if not collision:
                pygame.draw.circle(screen, GREEN, pos, 5)
            else:
                pygame.draw.circle(screen, RED, pos, 5)
    
        def check_collision(self, rect):
            self.collision[0] = rect.collidepoint(self.rect.topleft)
            self.collision[1] = rect.collidepoint(self.rect.topright)
            self.collision[2] = rect.collidepoint(self.rect.bottomleft)
            self.collision[3] = rect.collidepoint(self.rect.bottomright)
    
            self.collision[4] = rect.collidepoint(self.rect.midleft)
            self.collision[5] = rect.collidepoint(self.rect.midright)
            self.collision[6] = rect.collidepoint(self.rect.midtop)
            self.collision[7] = rect.collidepoint(self.rect.midbottom)
    
            self.collision[8] = rect.collidepoint(self.rect.center)
    
        def render_collision_info(self):
    
            text = "collision: "
            print "collision:",
    
            if self.collision[0] or self.collision[2] or self.collision[4]:
                text += "left "
                print "left",
    
            if self.collision[1] or self.collision[3] or self.collision[5]:
                text += "right "
                print "right",
    
            if self.collision[0] or self.collision[1] or self.collision[6]:
                text += "top "
                print "top",
    
            if self.collision[2] or self.collision[3] or self.collision[7]:
                text += "bottom "
                print "bottom",
    
            if self.collision[8]:
                text += "center "
                print "center",
    
            print
    
            self.text = self.font.render(text, 1, WHITE)
    
        def draw_collision_info(self, screen, pos):
            screen.blit(self.text, pos)
    
    #----------------------------------------------------------------------
    
    class Game():
    
        def __init__(self):
    
            pygame.init()
    
            self.screen = pygame.display.set_mode( (800,600) )
            pygame.display.set_caption("Side Collision")
    
            self.player = Player()
            self.enemy  = Player()
            self.enemy.set_center(self.screen)
    
    
        def run(self):
            clock = pygame.time.Clock()
    
            RUNNING = True
    
            while RUNNING:
    
                # --- events ----
    
                for event in pygame.event.get():
                    if event.type == pygame.QUIT:
                        RUNNING = False
    
                    elif event.type == pygame.KEYDOWN:
                        if event.key == pygame.K_ESCAPE:
                            RUNNING = False
    
                    self.player.event_handler(event)
    
                # --- updates ---
    
                self.player.update()
                self.enemy.update()
    
                self.player.check_collision(self.enemy.rect)
                self.enemy.check_collision(self.player.rect)
                self.player.render_collision_info()
                self.enemy.render_collision_info()
    
                # --- draws ----
    
                self.screen.fill(BLACK)
    
                self.player.draw(self.screen)
                self.enemy.draw(self.screen)
    
                self.player.draw_collision_info(self.screen, (0,0))
                self.enemy.draw_collision_info(self.screen, (0,32))
    
                pygame.display.update()
    
                # --- FPS ---
    
                clock.tick(30)
    
            pygame.quit()
    
    #----------------------------------------------------------------------
    
    Game().run()
    

    enter image description here


    EDIT (08.2016): version with colllisions rect, rect_ratio, circle

    GitHub: furas/python-examples/pygame/collisions

    enter image description here