Collisions are not working the way I want them to. I want it so that whenever you hit a boat, you are sent back to MENUSTATE, and whenever you hit a fish, the image disappears and the game keeps running. From what I've tried, the game will go back to MENUSTATE after a boat collision for as long as the two objects are still colliding, but will go back to GAMESTATE when it's done. How can I have it so it permanently stays in the MENUSTATE after a collision with the boat, and how would I go about removing the fish image when you collide with one, and have the game still run?
Images and SFX: https://mega.nz/fm/zHohiSJD
import pygame
import random
import os
os.environ['SDL_VIDEO_WINDOW_POS'] = "%d, %d" % (0, 20) # positions the game tab to the top left portion of the monitor
pygame.init() # initializes pygame
pygame.display.set_caption("Biomagnification ")
SIZE = W, H = 400, 700 # determining the screen size of the game
screen = pygame.display.set_mode(SIZE) # creating a display surface
clock = pygame.time.Clock() # creating a clock
# RGB colours
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
BACKGROUND = (94, 194, 222)
STRIPE = (60, 160, 190)
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREY = (80, 80, 80)
MENUSTATE = 0
INFOSTATE = 1
GAMESTATE = 2
# variables
x1 = 30 # desired X position for the left dolphin/hitbox
x2 = 330 # desired X position for the right dolphin/hitbox
lane1 = 30
lane2 = 130
lane3 = 230
lane4 = 330
y = 530 # desired y value of the hitbox
width, height = (40, 64) # width and height of the hitbox
toggle1 = 0 # toggle for left dolphin
toggle2 = 0 # toggle for right dolphin
target_x1 = 30
target_x2 = 330
vel_x = 10 # speed at which the dolphins move
# fonts
menuFont = pygame.font.SysFont('impact', 60)
titleFont = pygame.font.SysFont('Impact', 40)
textFont = pygame.font.SysFont('Calibri', 16)
text2Font = pygame.font.SysFont('Calibri', 20)
# method to blit text, taken from my university assignment 2
def blit_text(surface, string, pos, font, color=pygame.Color('black')):
words = [word.split(' ') for word in string.splitlines()] # 2D array where each row is a list of words.
space = font.size(' ')[0] # The width of a space.
max_width, max_height = surface.get_size()
x, y = pos
for line in words:
for word in line:
word_surface = font.render(word, 0, color)
word_width, word_height = word_surface.get_size()
if x + word_width >= max_width:
x = pos[0] # Reset the x.
y += word_height # Start on new row.
surface.blit(word_surface, (x, y))
x += word_width + space
x = pos[0] # Reset the x.
y += word_height # Start on new row.
def drawScene():
screen.fill(BACKGROUND) # fills the background with the colour ((94, 194, 222)
pygame.draw.polygon(screen, STRIPE, ((200, 700), (300, 700), (400, 600), (400, 500))) # draws the different coloured stripes
pygame.draw.polygon(screen, STRIPE, ((0, 700), (100, 700), (400, 400), (400, 300)))
pygame.draw.polygon(screen, STRIPE, ((0, 500), (0, 600), (400, 200), (400, 100)))
pygame.draw.polygon(screen, STRIPE, ((0, 300), (0, 400), (400, 0), (300, 0)))
pygame.draw.polygon(screen, STRIPE, ((0, 100), (0, 200), (200, 0), (100, 0)))
pygame.draw.line(screen, WHITE, (100, 0), (100, 700), 2) # draws the white separating lines in the background
pygame.draw.line(screen, WHITE, (200, 0), (200, 700), 6)
pygame.draw.line(screen, WHITE, (300, 0), (300, 700), 2)
def drawMenu(button, mouseX, mouseY):
st = MENUSTATE
screen.fill(BACKGROUND)
pygame.draw.polygon(screen, STRIPE, ((300, 700), (400, 700), (400, 600))) # draws the different coloured stripes
pygame.draw.polygon(screen, STRIPE, ((0, 100), (0, 0), (100, 0)))
string = "biomagnification"
blit_text(screen, string, (52, 80), titleFont, BLACK)
playRect = pygame.Rect(W // 3, (H // 4) + 30, W // 3, H // 10)
pygame.draw.rect(screen, STRIPE, playRect)
string = "play"
blit_text(screen, string, (146, 200), menuFont, BLACK)
infoRect = pygame.Rect(W // 3, (H // 2.5) + 30, W // 3, H // 10)
pygame.draw.rect(screen, STRIPE, infoRect)
string = "info"
blit_text(screen, string, (152, 307), menuFont, BLACK)
quitRect = pygame.Rect(W // 3, (H // 1.81) + 30, W // 3, H // 10)
pygame.draw.rect(screen, STRIPE, quitRect)
string = "quit"
blit_text(screen, string, (148, 410), menuFont, BLACK)
if button == 1:
if playRect.collidepoint(mouseX, mouseY) == True:
st = GAMESTATE
elif infoRect.collidepoint(mouseX, mouseY) == True:
st = INFOSTATE
elif quitRect.collidepoint(mouseX, mouseY) == True:
pygame.quit()
pygame.display.update()
return st
def drawInfo(button, mouseX, mouseY):
st = INFOSTATE
screen.fill(BACKGROUND)
pygame.draw.polygon(screen, STRIPE, ((300, 700), (400, 700), (400, 600))) # draws the different coloured stripes
pygame.draw.polygon(screen, STRIPE, ((0, 100), (0, 0), (100, 0)))
string = "biomagnification:"
blit_text(screen, string, (50, 80), titleFont, BLACK)
textRect = pygame.Rect(0, (H // 4) + 30, W, H // 3)
pygame.draw.rect(screen, STRIPE, textRect)
string = "the process by which a compound increases its concentration in the tissues of organisms as it travels up the food chain."
blit_text(screen, string, (20, 135), textFont, BLACK)
string = "Magnesium, an element commonly found in E-Waste increases its concentration in tissue as it travels up the food chain."
blit_text(screen, string, (20, 230), textFont, BLACK)
string = "Score is measured in PPM (parts per million) of Mg."
blit_text(screen, string, (20, 300), textFont, BLACK)
string = "• Eat fish to increase your PPM of Mg!"
blit_text(screen, string, (20, 340), text2Font, BLACK)
string = "• Dodge fishing boats!"
blit_text(screen, string, (20, 380), text2Font, BLACK)
text2Rect = pygame.Rect(0, (H // 1.65) + 30, W, H // 5)
pygame.draw.rect(screen, STRIPE, text2Rect)
string = "Controls"
blit_text(screen, string, (165, 465), text2Font, BLACK)
string = "A - Switch Left Lane"
blit_text(screen, string, (130, 495), textFont, BLACK)
string = "D - Switch Right Lane"
blit_text(screen, string, (130, 520), textFont, BLACK)
string = "ESC - Main Menu"
blit_text(screen, string, (130, 545), textFont, BLACK)
backRect = pygame.Rect(W // 3, 612, W // 3, H // 10)
pygame.draw.rect(screen, STRIPE, backRect)
string = "back"
blit_text(screen, string, (139, 610), menuFont, BLACK)
if button == 1:
if backRect.collidepoint(mouseX, mouseY) == True:
st = MENUSTATE
pygame.display.update()
return st
# dolphin spritesheet
mainsheet = pygame.image.load("mainsheetSmall.png").convert() # load in the spritesheet
sheetSize = mainsheet.get_size() # gets the size of the spritesheet
horiz_cells = 36 # number of horizontal frames/cells in the spritesheet
vert_cells = 1 # number of vertical frames/cells in the spritesheet
cell_width = int(sheetSize[0] / horiz_cells) # determining the width of each cell
cell_height = int(sheetSize[1] / vert_cells) # determing the height of each cell
cellList = [] # creates a list for all the cells
for vert in range(0, sheetSize[1], cell_height):
for horz in range(0, sheetSize[0], cell_width):
surface = pygame.Surface((cell_width, cell_height))
surface.blit(mainsheet, (0, 0),
(horz, vert, cell_width, cell_height))
colorkey = surface.get_at((0, 0)) # gets the colour at O, 0 (white)
surface.set_colorkey(colorkey) # removes all the white from the spritesheet, making the background transparent
cellList.append(surface) # appends to the list of cells (cellList)
cellPosition = 0 # determines which frame is playing. Starts at 0
speed = 4
# 1st pair of boats
boat = pygame.image.load("boat.png").convert_alpha()
boatX = random.choice([lane1, lane2, lane3, lane4])
if boatX == lane1:
boatX2 = random.choice([lane3, lane4])
elif boatX == lane2:
boatX2 = random.choice([lane3, lane4])
else:
boatX2 = random.choice([lane1, lane2])
boatY = -100
# 2nd pair of boats
boatX3 = random.choice([lane1, lane2, lane3, lane4])
if boatX3 == lane1:
boatX4 = random.choice([lane3, lane4])
elif boatX3 == lane2:
boatX4 = random.choice([lane3, lane4])
else:
boatX4 = random.choice([lane1, lane2])
boatY2 = -450
# 1st pair of fish
fish1 = pygame.image.load("fishBlue.png").convert_alpha()
fish2 = pygame.image.load("fishOrange.png").convert_alpha()
fish = random.choice([fish1, fish2])
fishX = random.choice([lane1, lane2, lane3, lane4])
if fishX == lane1:
fishX2 = random.choice([lane3, lane4])
elif fishX == lane2:
fishX2 = random.choice([lane3, lane4])
else:
fishX2 = random.choice([lane1, lane2])
fishY = -800
# 2nd pair of fish
fishX3 = random.choice([lane1, lane2, lane3, lane4])
if fishX3 == lane1:
fishX4 = random.choice([lane3, lane4])
elif fishX3 == lane2:
fishX4 = random.choice([lane3, lane4])
else:
fishX4 = random.choice([lane1, lane2])
fishY2 = -1150
# main loop
running = True
state = MENUSTATE
button = mx = my = 0
while running:
clock.tick(60) # makes the game tick 60 frames per second
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.MOUSEBUTTONDOWN:
mx, my = pygame.mouse.get_pos()
button = pygame.mouse.get_pressed()[0]
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE: # detects if the user presses the ESC key
pygame.quit()
elif event.key == pygame.K_a: # detects if the user presses the A key
pygame.mixer.music.load('percussiveHit.mp3')
pygame.mixer.music.play()
toggle1 += 1 # adds 1 to toggle1
if toggle1 % 2 == 1: # if toggle1 mod 2 equals 1
target_x1 += 100 # add 100 to the target position
else:
target_x1 -= 100 # if toggle1 mod 2 does not equal 1, subtract 100 from the target position making it the original of 30
elif event.key == pygame.K_d: # detects if the user presses the D key
pygame.mixer.music.load('percussiveHit.mp3')
pygame.mixer.music.play()
toggle2 += 1 # adds 1 to toggle2
if toggle2 % 2 == 1: # if toggle2 mod 2 equals 1
target_x2 -= 100 # subtract 100 the to target position
else:
target_x2 += 100 # if toggle2 mod 2 does not equal 1, add 100 to the target position making it the original of 330
if x1 < target_x1:
x1 = min(x1 + vel_x, target_x1)
else:
x1 = max(x1 - vel_x, target_x1)
if x2 < target_x2:
x2 = min(x2 + vel_x, target_x2)
else:
x2 = max(x2 - vel_x, target_x2)
if cellPosition < len(cellList) - 1:
cellPosition += 1
else:
cellPosition = 0
boatY += speed
if boatY > H + 625:
boatX = random.choice([lane1, lane2, lane3, lane4])
if boatX == lane1:
boatX2 = random.choice([lane3, lane4])
elif boatX == lane2:
boatX2 = random.choice([lane3, lane4])
else:
boatX2 = random.choice([lane1, lane2])
boatY = -100
boatY2 += speed
if boatY2 > H + 100:
boatX3 = random.choice([lane1, lane2, lane3, lane4])
if boatX3 == lane1:
boatX4 = random.choice([lane3, lane4])
elif boatX3 == lane2:
boatX4 = random.choice([lane3, lane4])
else:
boatX4 = random.choice([lane1, lane2])
boatY2 = -625
fishY += speed
if fishY > H + 275:
fishX = random.choice([lane1, lane2, lane3, lane4])
if fishX == lane1:
fishX2 = random.choice([lane3, lane4])
elif fishX == lane2:
fishX2 = random.choice([lane3, lane4])
else:
fishX2 = random.choice([lane1, lane2])
fishY = -450
fishY2 += speed
if fishY2 > H + 450:
fishX3 = random.choice([lane1, lane2, lane3, lane4])
if fishX3 == lane1:
fishX4 = random.choice([lane3, lane4])
elif fishX3 == lane2:
fishX4 = random.choice([lane3, lane4])
else:
fishX4 = random.choice([lane1, lane2])
fishY2 = -275
if speed < 11:
speed *= 1.1
def drawGame():
st = GAMESTATE
dolphin1Rect = pygame.Rect((x1, y), (width, height))
pygame.draw.rect(screen, GREEN, (x1, y, width, height))# hitbox of left dolphin
dolphin2Rect = pygame.Rect((x2, y), (width, height))
pygame.draw.rect(screen, GREEN, (x2, y, width, height)) # hitbox of right dolphin
drawScene() # draws the scene (background, lane-lines, etc)
# players
screen.blit(cellList[cellPosition], (x1 + 4, y - 1)) # the left dolphin
screen.blit(cellList[cellPosition], (x2 + 4, y - 1)) # the right dolphin
boat1Rect = pygame.Rect((boatX + 3, boatY + 14), (34, 81))
pygame.draw.rect(screen, GREEN, boat1Rect)
boat2Rect = pygame.Rect((boatX2 + 3, boatY + 14, 34, 81))
pygame.draw.rect(screen, GREEN, boat2Rect)
boat3Rect = pygame.Rect((boatX3 + 3, boatY2 + 14, 34, 81))
pygame.draw.rect(screen, GREEN, boat3Rect)
boat4Rect = pygame.Rect((boatX4 + 3, boatY2 + 14, 34, 81))
pygame.draw.rect(screen, GREEN, boat4Rect)
fish1Rect = pygame.Rect((fishX, fishY), (40, 40))
pygame.draw.rect(screen, GREEN, fish1Rect)
fish2Rect = pygame.Rect((fishX2, fishY, 40, 40))
pygame.draw.rect(screen, GREEN, fish2Rect)
fish3Rect = pygame.Rect((fishX3, fishY2, 40, 40))
pygame.draw.rect(screen, GREEN, fish3Rect)
fish4Rect = pygame.Rect((fishX4, fishY2, 40, 40))
pygame.draw.rect(screen, GREEN, fish4Rect)
screen.blit(boat, (boatX, boatY))
screen.blit(boat, (boatX2, boatY))
screen.blit(boat, (boatX3, boatY2))
screen.blit(boat, (boatX4, boatY2))
screen.blit(fish, (fishX, fishY))
screen.blit(fish, (fishX2, fishY))
screen.blit(fish, (fishX3, fishY2))
screen.blit(fish, (fishX4, fishY2))
boatList = [boat1Rect, boat2Rect, boat3Rect, boat4Rect]
collideToggle = 0
if pygame.Rect.collidelist(dolphin1Rect, boatList) > -1:
st = MENUSTATE
if pygame.Rect.collidelist(dolphin2Rect, boatList) > -1:
st = MENUSTATE
if dolphin1Rect.colliderect(fish1Rect) == False and fishY > y:
st = MENUSTATE
elif dolphin2Rect.colliderect(fish1Rect) == False and fishY > y:
st = MENUSTATE
elif dolphin1Rect.colliderect(fish2Rect) == False and fishY > y:
st = MENUSTATE
elif dolphin2Rect.colliderect(fish2Rect) == False and fishY > y:
st = MENUSTATE
elif dolphin1Rect.colliderect(fish3Rect) == False and fishY2 > y:
st = MENUSTATE
elif dolphin2Rect.colliderect(fish3Rect) == False and fishY2 > y:
st = MENUSTATE
elif dolphin1Rect.colliderect(fish4Rect) == False and fishY2 > y:
st = MENUSTATE
elif dolphin2Rect.colliderect(fish4Rect) == False and fishY2 > y:
st = MENUSTATE
return st
pygame.display.update()
if state == MENUSTATE:
state = drawMenu(button, mx, my)
elif state == GAMESTATE:
state = drawGame()
pygame.display.update()
elif state == INFOSTATE:
drawInfo(button, mx, my)
else:
running = False*
Hey seems like you omitted your code that checks whether or not the objects are collided, and that would be useful if you need help debugging your own collision detection. My recommendation would be to check out the Pygame sprites and their functions.I am rusty on my Pygame, but I do remember they have collision detection that worked well for my purposes (space invaders clone and platformer-style game). Check out https://www.pygame.org/docs/ref/sprite.html .
I had the same issues also but I resolved and I hope you can understand this easily :
# If you collide with a wall, move out based on velocity
for wall in walls:
if self.rect.colliderect(wall.rect):
if dx > 0: # Moving right; Hit the left side of the wall
self.rect.right = wall.rect.left
if dx < 0: # Moving left; Hit the right side of the wall
self.rect.left = wall.rect.right
if dy > 0: # Moving down; Hit the top side of the wall
self.rect.bottom = wall.rect.top
if dy < 0: # Moving up; Hit the bottom side of the wall
self.rect.top = wall.rect.bottom
this condition is working for the player :
if player.rect.colliderect(end_rect):
raise SystemExit, "You Loose!"
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