Hi I have been creating a game where a player has to dodge oil barrels and have been working on getting rect so I can create something when the 2 sprites collide. However it seems that the collision boxes are messed up because whenever I start up the game it automatically detect a collision between the player and the barrel.
This is my code:
import pygame
import os
import time
import sys
import pyganim
import random
global rand
from threading import Thread
class UpdateThread(Thread):
def __init__(self):
self.stopped = False
Thread.__init__(self)
def run(self):
while not self.stopped:
self.downloadValue()
time.sleep(2)
def downloadValue(self):
rand=random.randrange(1, 10)
class oil(object):
def __init__(self):
self.image = pygame.image.load('oil.png')
self.image = pygame.transform.scale(self.image,(300,300))
self.rect = self.image.get_rect()
self.x = 1600
self.y = 400
def handle_keys(self):
key = pygame.key.get_pressed()
distance = 10
self.x -= distance
def draw(self, surface):
surface.blit(self.image, (self.x, self.y))
def checkCollision(self, oil, sprite):
col = sprite.colliderect(oil)
if col == True:
print ("GameOver")
def blit_alpha(target, source, location, opacity):
x = location[0]
y = location[1]
temp = pygame.Surface((source.get_width(), source.get_height())).convert()
temp.blit(target, (-x, -y))
temp.blit(source, (0, 0))
temp.set_alpha()
target.blit(temp, location)
class sprite(object):
def __init__(self):
self.image = pygame.image.load('image1.png')
self.rect = self.image.get_rect()
self.x = 0
self.y = 0
def handle_keys(self):
key = pygame.key.get_pressed()
distance = 10
if key[pygame.K_DOWN]:
self.y += distance
if key[pygame.K_UP]:
self.y -= distance
if key[pygame.K_RIGHT]:
self.x += distance
if key[pygame.K_LEFT]:
self.x -= distance
def draw(self, surface):
#surface.blit(self.image, (self.x, self.y))
anim.blit(surface, (self.x, self.y))
anim = pyganim.PygAnimation([("image1.png", 0.5), ("image2.png", 0.5)])
pygame.init()
screen = pygame.display.set_mode((1600, 800))
oil=oil()
sprite=sprite()
clock = pygame.time.Clock()
backgroundo= pygame.image.load('background.png')
background = pygame.transform.scale(backgroundo, (1600, 800))
anim.play()
myThread = UpdateThread()
myThread.start()
oil.checkCollision(oil.rect,sprite.rect)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
running = False
sprite.handle_keys()
oil.handle_keys()
screen.fill((255,255,255))
blit_alpha(screen, background, (0, 0), 128)
sprite.draw(screen)
oil.draw(screen)
pygame.display.update()
clock.tick(30)
Any help would be greatly appreciated.
Since your oil
and sprite
classes aren't derived from a pygame.Rect
class, I believe you need to be testing for collisions between them like this:
def checkCollision(self, sprite):
if self.rect.colliderect(sprite.rect):
print ("GameOver")
And should be called like this:
oil.checkCollision(sprite)
instead of what you have:
oil.checkCollision(oil.rect, sprite.rect)
In object-oriented programming this is called a "has_a" relationship between to classes verses the "is_a" relationship that one gets through subclassing or deriving from another class.
BTW, according to the PEP 8 - Style Guide for Python Code , which I strongly recommend that you follow, those two classnames should have been capitalized, and named Oil
and Sprite
respectively.
The problem is it:
> class sprite(object):
> > >def __init__(self):
> > > >self.image = pygame.image.load('image1.png')
> > > >self.rect = self.image.get_rect()
> > > >self.x = 0
> > > >self.y = 0
when you use "getRect()" you can't use x or y for this image, you must to use othres attrib, for example:
> class sprite(object):
> > >def __init__(self):
> > > >self.image = pygame.image.load('image1.png')
> > > >self.rect = self.image.get_rect()
> > > >self.rect.centery = 325
> > > >self.rect.centerx = 300
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