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.
Thanks!
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()
![](https://www.manongdao.com/static/images/pcload.jpg)
EDIT (08.2016): version with colllisions rect
, rect_ratio
, circle
GitHub: furas/python-examples/pygame/collisions
![](https://www.manongdao.com/static/images/pcload.jpg)
Like Furas has said, no, there is not way to get side collisions in Pygame past the point system he set up. And even that one wont give you what you want, because you can never be sure which direction the collision happened when dealing with rows, columns or corners of Rectangles.
This is why most tutorials recommend saving your sprites initial direction. then moving in the opposite direction in case of a collision.
The logic behind collision is like that:
#Assume two surfaces
objectA
objectB
if objectA.right > objectB.left and objectA.left < objectB.right and objectA.top < objectB.bottom and objectA.bottom > objectB.top
#Collision happens
if you want to detect side collision (as if objectA hitted objectB on the side) you can do the following:
#Here is the code where objectA moves
objectA.X += 10
#Here check Collision, if collision happens objectA hitted objectB from the side
objectA.Y += 10
#Here check Collision again, if collision is true then objectA hitted object B from top/bottom
For objectA give the object this method:
def is_collided_with(self, sprite):
return self.rect.colliderect(sprite.rect)
This return statement returns either True or False
then in the main loop for collisions just do:
if objectA.is_collided_with(ObjectB):
Collision happened!