How to Use Sprite Collide in Pygame

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Solution 1

def checkCollision(sprite1, sprite2):
    col = pygame.sprite.collide_rect(sprite1, sprite2)
    if col == True:
        sys.exit()

should be

def checkCollision(self, sprite1, sprite2):
    col = pygame.sprite.collide_rect(sprite1, sprite2)
    if col == True:
        sys.exit()

since it's a method bound to an object.

Solution 2

You have this:

col = pygame.sprite.collide_rect(sprite1, sprite2)

But an easier way to do this would be to simply use colliderect which is a function of rect. It might be easier to try this:

col=sprite1.rect.colliderect(sprite2.rect)

Solution 3

Change

def checkCollision(sprite1, sprite2):

To

def checkCollision(self, sprite1, sprite2):

And you don't have to check the collision on every event, reduce the indent of rock.checkCollision(bird.image_b, rock.image_b) by 1.

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Serial
Author by

Serial

I like programming.

Updated on April 30, 2020

Comments

  • Serial
    Serial about 4 years

    I am making a very simple game where the bird (player) has to dodge the rock and if it gets hit by the rock you lose. I am trying to use pygame.sprite.collide_rect() to tell if they touched but I cant seem to figure how to correctly use it.

    Here is my code:

    import pygame
    import os, sys
    import random
    import time
    
    img_path = os.path.join('C:\Python27', 'player.png')
    img_path2 = os.path.join('C:\Python27', 'rock.png')
    
    class Bird(object):  
        def __init__(self):           
            self.image_s = pygame.image.load(img_path)
            self.image_b = self.image_s.get_rect()
            self.x = 0
            self.y = 0
    
        def handle_keys(self):
            key = pygame.key.get_pressed()
            dist = 2 
            if key[pygame.K_DOWN]:
                self.y += dist 
            elif key[pygame.K_UP]: 
                self.y -= dist
            if key[pygame.K_RIGHT]: 
                self.x += dist 
            elif key[pygame.K_LEFT]:
                self.x -= dist 
    
       def draw(self, surface):
           surface.blit(self.image, (self.x, self.y))
    
        def background(self, surface):
            bg = os.path.join('C:\Python27', 'bg.png')
            self.image2 = pygame.image.load(bg)
            surface.blit(self.image2, (0,0))
    
    class Rock(object): 
        def __init__(self, x=640, y=0,):
            self.image_s = pygame.image.load(img_path2)
            self.image_b = self.image_s.get_rect()
            self.x = x
            self.y = y
            dist = 10
            self.dist = dist
    
        def rock(self):
            dist = 10
            self.x -=dist
    
        def rock_draw(self, surface):
            surface.blit(self.image, (self.x, self.y))
    
        def checkCollision(sprite1, sprite2):
            col = pygame.sprite.collide_rect(sprite1, sprite2)
            if col == True:
                sys.exit()
    
    pygame.init()
    screen = pygame.display.set_mode((640, 200))
    
    bird = Bird() 
    rock = Rock()
    clock = pygame.time.Clock()
    
    
    running = True
    while running:
    
        for event in pygame.event.get():
           if event.type == pygame.QUIT:
                pygame.quit()
                running = False
    
            if rock.x < 0:
                y = random.randint(10, 190)
                rock = Rock(640, y)
            rock.checkCollision(bird.image_b, rock.image_b)
    
        bird.handle_keys()     
        rock.rock()
    
        screen.fill((255,255,255))
        bird.background(screen)
        bird.draw(screen)
        rock.rock_draw(screen)
        pygame.display.update() 
    
        clock.tick(40)
    

    When I try to run it it tells me it only takes 2 arguments and I gave three when I try to fix that I get all kinds of different error messages.