pythonpygamecollision-detectionmazepygame2

How do I prevent the player from moving through the walls in a maze?


I have a maze organized in a grid. Each cell of the grid stores the information about the walls to its right and bottom neighboring cell. The player is an object of a certain size whose bounding box is known. I want to move the player smoothly through the maze with the walls preventing them from going through.

Minimal and reproducible example:

import pygame, random

class Maze:
    def __init__(self, rows = 9, columns = 9):
        self.size = (columns, rows)
        self.walls = [[[True, True] for _ in range(self.size[1])] for __ in range(self.size[0])]
        visited = [[False for _ in range(self.size[1])] for __ in range(self.size[0])]
        i, j = (self.size[0]+1) // 2, (self.size[1]+1) // 2
        visited[i][j] = True
        stack = [(i, j)]
        while stack:
            current = stack.pop()
            i, j = current
            nl = [n for n in [(i-1, j), (i+1, j), (i, j-1), (i, j+1)] 
                  if 0 <= n[0] < self.size[0] and 0 <= n[1] < self.size[1] and not visited[n[0]][n[1]]]
            if nl:
                stack.insert(0, current)
                next = random.choice(nl)
                self.walls[min(next[0], current[0])][min(next[1], current[1])][abs(next[1]-current[1])] = False
                visited[next[0]][next[1]] = True
                stack.insert(0, next)

def draw_maze(surf, maze, x, y, l, color, width):
    lines = [((x, y), (x + l * len(maze.walls), y)), ((x, y), (x, y + l * len(maze.walls[0])))] 
    for i, row in enumerate(maze.walls):
        for j, cell in enumerate(row):
            if cell[0]: lines += [((x + i*l + l, y + j*l), (x + i*l + l, y + j*l + l))]
            if cell[1]: lines += [((x + i*l, y + j*l + l), (x + i*l + l, y + j*l + l))]
    for line in lines:
        pygame.draw.line(surf, color, *line, width)

pygame.init()
window = pygame.display.set_mode((400, 400))
clock = pygame.time.Clock()

maze = Maze()
player_rect = pygame.Rect(190, 190, 20, 20)

run = True
while run:
    clock.tick(100)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False

    keys = pygame.key.get_pressed()
    player_rect.x += (keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * 3
    player_rect.y += (keys[pygame.K_DOWN] - keys[pygame.K_UP]) * 3

    window.fill(0)
    draw_maze(window, maze, 20, 20, 40, (196, 196, 196), 3)
    pygame.draw.circle(window, (255, 255, 0), player_rect.center, player_rect.width//2)
    pygame.display.flip()

pygame.quit()
exit()

Solution

  • Implement simple logic that tests if there is a wall in the player's path when the player moves. Discard the movement when a collision with a wall is detected.

    Add methods to the Maze class that check for a wall between a cell and its neighboring cell:

    class Maze:
        # [...]
    
        def wall_left(self, i, j):
            return i < 1 or self.walls[i-1][j][0]
        def wall_right(self, i, j):
            return i >= self.size[0] or self.walls[i][j][0]
        def wall_top(self, i, j):
            return j < 1 or self.walls[i][j-1][1]
        def wall_bottom(self, i, j):
            return j >= self.size[0] or self.walls[i][j][1]
    

    Calculate the rows and columns of the corner points of the player's bounding box.

    i0 = (player_rect.left - maze_pos[0]) // cell_size 
    i1 = (player_rect.right - maze_pos[0]) // cell_size
    j0 = (player_rect.top - maze_pos[1]) // cell_size  
    j1 = (player_rect.bottom - maze_pos[1]) // cell_size  
    

    As the player moves, test to see if the player is entering a new cell. Use the new methods in the Maze class to test whether there is a wall in the player's path. Skip the movement if the path is blocked by a wall:

    keys = pygame.key.get_pressed()
    if keys[pygame.K_LEFT]:
        new_rect = player_rect.move(-3, 0)
        ni = (new_rect.left - maze_pos[0]) // cell_size
        if i0 == ni or not (maze.wall_left(i0, j0) or maze.wall_left(i0, j1) or (j0 != j1 and maze.wall_bottom(ni, j0))):
            player_rect = new_rect
    if keys[pygame.K_RIGHT]:
        new_rect = player_rect.move(3, 0)
        ni = (new_rect.right - maze_pos[0]) // cell_size
        if i1 == ni or not (maze.wall_right(i1, j0) or maze.wall_right(i1, j1) or (j0 != j1 and maze.wall_bottom(ni, j0))):
            player_rect = new_rect
    keys = pygame.key.get_pressed()
    if keys[pygame.K_UP]:
        new_rect = player_rect.move(0, -3)
        nj = (new_rect.top - maze_pos[1]) // cell_size
        if j0 == nj or not (maze.wall_top(i0, j0) or maze.wall_top(i1, j0) or (i0 != i1 and maze.wall_right(i0, nj))):
            player_rect = new_rect
    if keys[pygame.K_DOWN]:
        new_rect = player_rect.move(0, 3)
        nj = (new_rect.bottom - maze_pos[1]) // cell_size
        if j1 == nj or not (maze.wall_bottom(i0, j1) or maze.wall_bottom(i1, j1) or (i0 != i1 and maze.wall_right(i0, nj))):
            player_rect = new_rect
    

    See also Maze collision detection


    Minimal example: repl.it/@Rabbid76/PyGame-Maze-CollisionLogic

    import pygame, random
    
    class Maze:
        def __init__(self, rows = 9, columns = 9):
            self.size = (columns, rows)
            self.walls = [[[True, True] for _ in range(self.size[1])] for __ in range(self.size[0])]
            visited = [[False for _ in range(self.size[1])] for __ in range(self.size[0])]
            i, j = (self.size[0]+1) // 2, (self.size[1]+1) // 2
            visited[i][j] = True
            stack = [(i, j)]
            while stack:
                current = stack.pop()
                i, j = current
                nl = [n for n in [(i-1, j), (i+1, j), (i, j-1), (i, j+1)] 
                      if 0 <= n[0] < self.size[0] and 0 <= n[1] < self.size[1] and not visited[n[0]][n[1]]]
                if nl:
                    stack.insert(0, current)
                    next = random.choice(nl)
                    self.walls[min(next[0], current[0])][min(next[1], current[1])][abs(next[1]-current[1])] = False
                    visited[next[0]][next[1]] = True
                    stack.insert(0, next)
    
        def wall_left(self, i, j):
            return i < 1 or self.walls[i-1][j][0]
        def wall_right(self, i, j):
            return i >= self.size[0] or self.walls[i][j][0]
        def wall_top(self, i, j):
            return j < 1 or self.walls[i][j-1][1]
        def wall_bottom(self, i, j):
            return j >= self.size[0] or self.walls[i][j][1]
    
    def draw_maze(surf, maze, x, y, l, color, width):
        lines = [((x, y), (x + l * len(maze.walls), y)), ((x, y), (x, y + l * len(maze.walls[0])))] 
        for i, row in enumerate(maze.walls):
            for j, cell in enumerate(row):
                if cell[0]: lines += [((x + i*l + l, y + j*l), (x + i*l + l, y + j*l + l))]
                if cell[1]: lines += [((x + i*l, y + j*l + l), (x + i*l + l, y + j*l + l))]
        for line in lines:
            pygame.draw.line(surf, color, *line, width)
    
    pygame.init()
    window = pygame.display.set_mode((400, 400))
    clock = pygame.time.Clock()
    
    maze = Maze()
    player_rect = pygame.Rect(190, 190, 20, 20)
    
    run = True
    while run:
        clock.tick(100)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False
    
        maze_pos = 20, 20
        cell_size = 40
        i0 = (player_rect.left - maze_pos[0]) // cell_size 
        i1 = (player_rect.right - maze_pos[0]) // cell_size
        j0 = (player_rect.top - maze_pos[1]) // cell_size  
        j1 = (player_rect.bottom - maze_pos[1]) // cell_size  
    
        keys = pygame.key.get_pressed()
        if keys[pygame.K_LEFT]:
            new_rect = player_rect.move(-3, 0)
            ni = (new_rect.left - maze_pos[0]) // cell_size
            if i0 == ni or not (maze.wall_left(i0, j0) or maze.wall_left(i0, j1) or (j0 != j1 and maze.wall_bottom(ni, j0))):
                player_rect = new_rect
        if keys[pygame.K_RIGHT]:
            new_rect = player_rect.move(3, 0)
            ni = (new_rect.right - maze_pos[0]) // cell_size
            if i1 == ni or not (maze.wall_right(i1, j0) or maze.wall_right(i1, j1) or (j0 != j1 and maze.wall_bottom(ni, j0))):
                player_rect = new_rect
        keys = pygame.key.get_pressed()
        if keys[pygame.K_UP]:
            new_rect = player_rect.move(0, -3)
            nj = (new_rect.top - maze_pos[1]) // cell_size
            if j0 == nj or not (maze.wall_top(i0, j0) or maze.wall_top(i1, j0) or (i0 != i1 and maze.wall_right(i0, nj))):
                player_rect = new_rect
        if keys[pygame.K_DOWN]:
            new_rect = player_rect.move(0, 3)
            nj = (new_rect.bottom - maze_pos[1]) // cell_size
            if j1 == nj or not (maze.wall_bottom(i0, j1) or maze.wall_bottom(i1, j1) or (i0 != i1 and maze.wall_right(i0, nj))):
                player_rect = new_rect
    
        window.fill(0)
        draw_maze(window, maze, 20, 20, cell_size, (196, 196, 196), 3)
        pygame.draw.circle(window, (255, 255, 0), player_rect.center, player_rect.width//2)
        pygame.display.flip()
    
    pygame.quit()
    exit()