pygame is
pygame.org is
|
Rect Collision Response
Rect Collision Responsepymike (pymike)Tags:DescriptionThis is a simple demo on how to do side-based rectangle collision response. It's extremely simple, and not very hard to understand.
ConceptI'm putting this here since it's not in the download. Basically how it works is when you move a rect, you first move along the X axis, test for a collision, move out, then move along the Y axis, test for a collision, and move out. This prevents the infamous "corner-catching" bug, and lets you move smoothly along walls.
#! /usr/bin/env python
import os
import random
import pygame
# Class for the orange dude
class Player(object):
def __init__(self):
self.rect = pygame.Rect(32, 32, 16, 16)
def move(self, dx, dy):
# Move each axis separately. Note that this checks for collisions both times.
if dx != 0:
self.move_single_axis(dx, 0)
if dy != 0:
self.move_single_axis(0, dy)
def move_single_axis(self, dx, dy):
# Move the rect
self.rect.x += dx
self.rect.y += dy
# 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
# Nice class to hold a wall rect
class Wall(object):
def __init__(self, pos):
walls.append(self)
self.rect = pygame.Rect(pos[0], pos[1], 16, 16)
# Initialise pygame
os.environ["SDL_VIDEO_CENTERED"] = "1"
pygame.init()
# Set up the display
pygame.display.set_caption("Get to the red square!")
screen = pygame.display.set_mode((320, 240))
clock = pygame.time.Clock()
walls = [] # List to hold the walls
player = Player() # Create the player
# Holds the level layout in a list of strings.
level = [
"WWWWWWWWWWWWWWWWWWWW",
"W W",
"W WWWWWW W",
"W WWWW W W",
"W W WWWW W",
"W WWW WWWW W",
"W W W W W",
"W W W WWW WW",
"W WWW WWW W W W",
"W W W W W W",
"WWW W WWWWW W W",
"W W WW W",
"W W WWWW WWW W",
"W W E W W",
"WWWWWWWWWWWWWWWWWWWW",
]
# Parse the level string above. W = wall, E = exit
x = y = 0
for row in level:
for col in row:
if col == "W":
Wall((x, y))
if col == "E":
end_rect = pygame.Rect(x, y, 16, 16)
x += 16
y += 16
x = 0
running = True
while running:
clock.tick(60)
for e in pygame.event.get():
if e.type == pygame.QUIT:
running = False
if e.type == pygame.KEYDOWN and e.key == pygame.K_ESCAPE:
running = False
# Move the player if an arrow key is pressed
key = pygame.key.get_pressed()
if key[pygame.K_LEFT]:
player.move(-2, 0)
if key[pygame.K_RIGHT]:
player.move(2, 0)
if key[pygame.K_UP]:
player.move(0, -2)
if key[pygame.K_DOWN]:
player.move(0, 2)
# Just added this to make it slightly fun ;)
if player.rect.colliderect(end_rect):
raise SystemExit, "You win!"
# Draw the scene
screen.fill((0, 0, 0))
for wall in walls:
pygame.draw.rect(screen, (255, 255, 255), wall.rect)
pygame.draw.rect(screen, (255, 0, 0), end_rect)
pygame.draw.rect(screen, (255, 200, 0), player.rect)
pygame.display.flip()
Links
ScreenshotPygame.org account CommentsIf you wish to leave a comment with your pygame.org account, please sign in first.
|
|