Why is my collision test always returning 'true' and why is the position of the rectangle of the image always wrong (0, 0)?
--
Music by Eric Matyas
https://www.soundimage.org
Track title: Dreaming in Puzzles
--
Chapters
00:00 Question
01:41 Accepted answer (Score 4)
03:37 Thank you
--
Full question
https://stackoverflow.com/questions/5773...
Accepted answer links:
[pygame.Surface.get_rect.get_rect()]: https://www.pygame.org/docs/ref/surface....
[pygame.Rect]: https://www.pygame.org/docs/ref/rect.htm...
[pygame.sprite.Group]: https://www.pygame.org/docs/ref/sprite.h...
[.draw()]: https://www.pygame.org/docs/ref/sprite.h...
--
Content licensed under CC BY-SA
https://meta.stackexchange.com/help/lice...
--
Tags
#python #pygame #collisiondetection #pygamesurface
#avk47
ACCEPTED ANSWER
Score 4
pygame.Surface.get_rect.get_rect() returns a rectangle with the size of the Surface object, but it returns a rectangle that always starts at (0, 0) since a Surface object has no position.
The Surface is placed at a position on the display with the blit function.
You've to set the location of the rectangle, either by a keyword argument, e.g:
self.rect = self.image.get_rect(topleft = (self.x, self.y))
or an assignment to a virtual attribute (see pygame.Rect), e.g:
self.rect = self.image.get_rect()
self.rect.topleft = (self.x, self.y)
It is absolutely unnecessary to add some extra attributes self.x and self.y. Use the location of the rectangle instead. e.g:
class Ball(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("ball.png")
self.rect = self.image.get_rect(topleft = (280, 475))
self.col = False
def update(self):
gameDisplay.blit(self.image, self.rect)
def test_collisions(self,sprite):
self.col = pygame.sprite.collide_rect(self,sprite)
class Obstacle(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("obstacle.png")
self.time = pygame.time.get_ticks()
self.rect = self.image.get_rect(topleft = (1000, 483))
def change_x(self):
self.time = pygame.time.get_ticks()
self.rect.x = -(self.time/5) + 800
def update(self):
gameDisplay.blit(self.image, self.rect)
Further note, that you can get rid of the methods Ball.update() respectively Obstacle.update() (you can delete them), if you use a pygame.sprite.Group and call .draw(), which uses the .image and .rect properties of the contained sprites, to draw them. e.g.:
obstacle = Obstacle()
ball = Ball()
all_sprites = pygame.sprite.Group([obstacle, ball])
while not crashed:
# [...]
gameDisplay.fill((255,255,255))
all_sprites.draw(gameDisplay)
pygame.display.flip()
clock.tick(1000)