I've tried making some of the changes from the other question I had asked, here's the link:
Collisions aren't being detected in pygame
But anyway, I'm trying to make an asteroids style game, where the asteroids can be destroyed when shot by the player and the ship will be destroyed when hit by an asteroid. The problem is, my collisions aren't being detected at all and they're harmlessly passing through each other.
Since people couldn't run my code last time, here are the sprites I'm using:
ship_on =
ship_off =
space =
bullet =
asteroid =
and here's my code:
import pygame
from math import sin, cos, pi
from random import randint
scr_width = 800
scr_height = 600
window = pygame.display.set_mode((scr_width, scr_height))
pygame.display.set_caption("Asteroids")
clock = pygame.time.Clock()
space_img = pygame.image.load("sprites/space.jpg")
red = (255, 0, 0)
# todo object collisions
# todo shooting at larger intervals
# todo score system
# todo asteroid division
class Ship:
def __init__(self, x, y):
self.x = x
self.y = y
self.width = 0
self.vel = 0
self.vel_max = 12
self.angle = 0
self.image = pygame.image.load("sprites/ship_off.png")
self.image_copy = pygame.transform.rotate(self.image, self.angle)
self.mask = pygame.mask.from_surface(self.image_copy)
self.rect = pygame.Rect(self.x - (self.image_copy.get_width()) / 2,
self.y - (self.image_copy.get_height()) / 2,
self.image_copy.get_width(), self.image_copy.get_height())
def draw(self):
self.image = pygame.image.load("sprites/ship_off.png")
self.image_copy = pygame.transform.rotate(self.image, self.angle)
window.blit(self.image_copy,
(self.x - (self.image_copy.get_width()) / 2, self.y - (self.image_copy.get_height()) / 2))
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
self.image = pygame.image.load("sprites/ship_on.png")
self.image_copy = pygame.transform.rotate(self.image, self.angle)
window.blit(self.image_copy,
(self.x - (self.image_copy.get_width()) / 2, self.y - (self.image_copy.get_height()) / 2))
def move(self):
keys = pygame.key.get_pressed()
# todo acceleration and thrust mechanics
if keys[pygame.K_w]:
self.vel = min(self.vel + 1, self.vel_max)
elif self.vel > 0:
self.vel = self.vel - 0.4
if keys[pygame.K_a]:
self.angle += 7
if keys[pygame.K_d]:
self.angle -= 7
self.x += self.vel * cos(self.angle * (pi / 180) + (90 * pi / 180))
self.y -= self.vel * sin(self.angle * (pi / 180) + 90 * (pi / 180))
# So that if it leaves one side it comes from the other
if self.y < 0:
self.y = (self.y - self.vel) % 600
elif self.y > 600:
self.y = (self.y + self.vel) % 600
elif self.x < 0:
self.x = (self.x - self.vel) % 800
elif self.x > 800:
self.x = (self.x + self.vel) % 800
class Asteroid(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
y_values = [1, 599]
self.x = randint(0, 800)
self.y = y_values[randint(0, 1)]
# If object spawns from the top, it moves down instead of moving up and de-spawning immediately
if self.y == y_values[0]:
self.neg = -1
else:
self.neg = 1
self.speed = randint(5, 10)
self.ang = randint(0, 90) * (pi / 180)
self.ang_change = randint(1, 5)
self.asteroid_angle = randint(0, 80)
self.image = pygame.image.load("sprites/asteroid.png")
self.image_copy = pygame.transform.rotate(self.image, self.ang)
self.mask = pygame.mask.from_surface(self.image_copy)
self.rect = pygame.Rect(self.x - (self.image_copy.get_width()) / 2,
self.y - (self.image_copy.get_height()) / 2,
self.image_copy.get_width(), self.image_copy.get_height())
def generate(self):
self.ang += self.ang_change
self.image = pygame.image.load("sprites/asteroid.png")
self.image_copy = pygame.transform.rotate(self.image, self.ang)
window.blit(self.image_copy,
(self.x - (self.image_copy.get_width()) / 2, self.y - (self.image_copy.get_height()) / 2))
class Projectiles(pygame.sprite.Sprite):
def __init__(self, x, y, angle):
super().__init__()
self.x = x
self.y = y
self.angle = angle
self.vel = 20
self.image = pygame.image.load("sprites/bullet.png")
self.mask = pygame.mask.from_surface(self.image)
self.rect = self.rect = pygame.Rect(self.x - (self.image.get_width()) / 2,
self.y - (self.image.get_height()) / 2, 5, 5)
def draw(self):
window.blit(self.image, (self.x - 2, self.y))
def redraw():
window.blit(space_img, (0, 0))
ship.draw()
for asteroid in asteroids:
asteroid.generate()
for bullet in bullets:
bullet.draw()
pygame.display.update()
def collisions():
pygame.sprite.spritecollide(ship, asteroids, True, pygame.sprite.collide_mask)
pygame.sprite.groupcollide(asteroids, bullets, True, True, pygame.sprite.collide_mask)
# main loop
run = True
ship = Ship(400, 300)
next_fire = pygame.time.get_ticks() + 400
asteroids = pygame.sprite.Group()
bullets = pygame.sprite.Group()
while run:
clock.tick(60)
keys = pygame.key.get_pressed()
pygame.time.delay(35)
collisions()
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if keys[pygame.K_SPACE]:
if len(bullets) < 11 and pygame.time.get_ticks() >= next_fire:
bullets.add(
Projectiles(round(ship.x + ship.width - 6.5 // 2), round(ship.y + ship.width - 6.5 // 2), ship.angle))
next_fire = pygame.time.get_ticks() + 400
for bullet in bullets:
if 800 > bullet.x > 0 and 600 > bullet.y > 0:
bullet.x += bullet.vel * cos(bullet.angle * (pi / 180) + 90 * (pi / 180))
bullet.y -= bullet.vel * sin(bullet.angle * (pi / 180) + 90 * (pi / 180))
else:
bullet.kill()
# To limit the number of asteroids on screen
if len(asteroids) < 5:
asteroids.add(Asteroid())
for asteroid in asteroids:
if 800 > asteroid.x > 0 and 600 > asteroid.y > 0:
asteroid.x += asteroid.speed * cos(asteroid.asteroid_angle * (pi / 180) + 90 * (pi / 180))
asteroid.y -= asteroid.speed * sin(asteroid.asteroid_angle * (pi / 180) + 90 * (pi / 180)) * asteroid.neg
if asteroid.x < 0:
asteroid.x = (asteroid.x - asteroid.speed) % 800
elif asteroid.x > 800:
asteroid.x = (asteroid.x + asteroid.speed) % 800
else:
asteroid.kill()
window.fill((0, 0, 0))
ship.move()
redraw()
pygame.quit()
Hopefully, having sprites can help.
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