I want to check for collisions of my sprite bullet with my cement block sprite. I don't want my bullet to go through the cement block. I want my bullet to stop when it hits the bottom of my cement block and I also want my cement block to disappear after 4 bullet hits.
autopilot.py
import pygame
import debris
import car
pygame.init()
WIDTH = 1000
HEIGHT = 400
screen = pygame.display.set_mode((WIDTH,HEIGHT))
pygame.display.set_caption("AutoPilot")
screen.fill((255,255,255))
#fps
FPS = 120
clock = pygame.time.Clock()
#background img
bg = pygame.image.load('background/street.png').convert_alpha()
#define variables
######################CAR/DEBRIS##########################
car = car.Car(1,5)
debris = debris.Debris(1,5)
##########################################################
#groups
car_group = pygame.sprite.Group()
car_group.add(car)
debris_group = pygame.sprite.Group()
debris_group.add(debris)
#game runs here
run = True
while run:
#draw street
screen.blit(bg,[0,0])
#update groups
car_group.update()
#car_group.draw(screen)
#draw debris
debris.draw()
#draw car
car.draw()
car.move()
#update bullets
car.bullet_update()
car.collision()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
#check if key is down
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
run = False
if event.key == pygame.K_a:
car.movingLeft = True
if event.key == pygame.K_d:
car.movingRight = True
#shoot bullets
if event.key == pygame.K_SPACE:
car.shoot()
#check if key is up
if event.type == pygame.KEYUP:
if event.key == pygame.K_a:
car.movingLeft = False
if event.key == pygame.K_d:
car.movingRight = False
#update the display
pygame.display.update()
pygame.display.flip()
clock.tick(FPS)
pygame.quit()
car.py
import pygame
from debris import Debris
from autopilot import debris_group
from autopilot import car_group
#screen height & width
WIDTH = 1000
HEIGHT = 400
screen = pygame.display.set_mode((WIDTH,HEIGHT))
#car class
class Car(pygame.sprite.Sprite):
def __init__(self, scale, speed):
pygame.sprite.Sprite.__init__(self)
#load bullets
self.vel = 5
self.bullet_list = [] #holds bullet position
self.bullet = pygame.image.load('car/bullet.png').convert_alpha()
self.rect1 = self.bullet.get_rect()
self.y = float(self.rect1.y)
self.speed = speed
#self.x = x
#self.y = y
self.moving = True
self.frame = 0
self.flip = False
self.direction = 0
#load car
self.images = []
img = pygame.image.load('car/car.png').convert_alpha()
img = pygame.transform.scale(img, (int(img.get_width()) * scale, (int(img.get_height()) * scale)))
self.images.append(img)
self.image = self.images[0]
self.rect = self.image.get_rect()
self.update_time = pygame.time.get_ticks()
self.movingLeft = False
self.movingRight = False
self.rect.x = 465
self.rect.y = 325
#draw car to screen
def draw(self):
for bullet_pos in self.bullet_list:
screen.blit(self.bullet, bullet_pos)
screen.blit(self.image, (self.rect.centerx, self.rect.centery))
#move car
def move(self):
#reset the movement variables
dx = 0
dy = 0
# moving variables
if self.movingLeft and self.rect.x > 33:
dx -= self.speed
self.flip = True
self.direction = -1
if self.movingRight and self.rect.x < 900:
dx = self.speed
self.flip = False
self.direction = 1
#update rectangle position
self.rect.x = dx
self.rect.y = dy
#shoot bullets
def shoot(self):
self.bullet_list.append([self.rect.centerx 14.50,self.rect.centery])
#update bullet travel
def bullet_update(self):
for bullet_pos in self.bullet_list[:]:
bullet_pos[1] -= self.vel
if bullet_pos[1] > 400: #400 value will change to checking if bullet collides with debris
self.bullet_list.remove(bullet_pos)
#check collision
def collision():
#start coding here
debris.py
import time
import pygame
import random
#screen height & width
WIDTH = 1000
HEIGHT = 400
screen = pygame.display.set_mode((WIDTH, HEIGHT))
#debris class
class Debris(pygame.sprite.Sprite):
def __init__(self, scale, speed):
pygame.sprite.Sprite.__init__(self)
self.x = 400
self.y = HEIGHT / 2 - 200
self.speed = speed
self.vy = 0
self.on_ground = True
self.move = True
#load debris
self.images = []
img = pygame.image.load('debris/cement.png').convert_alpha()
img = pygame.transform.scale(img, (int(img.get_width()) * scale, (int(img.get_height()) * scale)))
self.images.append(img)
self.image = self.images[0]
self.rect = self.image.get_rect()
#draw debris to screen
def draw(self):
screen.blit(self.image,(self.x,self.y))
CodePudding user response:
pygame.sprite.Group.draw()
uses the image
and rect
attributes of the contained pygame.sprite.Sprite
s to draw the objects:
Draws the contained Sprites to the Surface argument. This uses the
Sprite.image
attribute for the source surface, andSprite.rect
. [...]
You must draw the debris in the Group rather than the object debris
:
run = True
while run:
# [...]
# debris.draw() <--- DELETE
debris_group.draw(screen)
# [...]
Add a health attribute to the Debris
:
class Debris(pygame.sprite.Sprite):
def __init__(self, scale, speed):
# [...]
self.health = 4
I suggest reading How do I detect collision in pygame?.
Use 2 nested loops and pygame.Rect.colliderect
to detect the collision between the objects. Remove the bullet and reduce health when a collision is detected. When health is 0, kill
the debris
Sprite:
class Car(pygame.sprite.Sprite):
# [...]
def collision(self, debris_group):
for debris in debris_group:
for bullet_pos in self.bullet_list[:]:
bullet_rect = self.bullet.get_rect(topleft = bullet_pos)
if bullet_rect.colliderect(debris.rect):
self.bullet_list.remove(bullet_pos)
debris.health -= 1
if debris.health <= 0:
debris.kill()
run = True
while run:
# [...]
car.bullet_update()
car.collision(debris_group)
# [...]