Use mask collision. Draw the maze of a transparent pygame.Surface
:
cell_size = 40
maze = Maze()
maze_surf = pygame.Surface((maze.size[0]*cell_size, maze.size[1]*cell_size), pygame.SRCALPHA)
draw_maze(maze_surf, maze, 0, 0, cell_size, (196, 196, 196), 3)
Crate a pygame.Mask
from the Surface with pygame.mask.from_surface
:
maze_mask = pygame.mask.from_surface(maze_surf)
Create a mask form the player:
player_rect = pygame.Rect(190, 190, 20, 20)
player_surf = pygame.Surface(player_rect.size, pygame.SRCALPHA)
pygame.draw.circle(player_surf, (255, 255, 0), (player_rect.width//2, player_rect.height//2), player_rect.width//2)
player_mask = pygame.mask.from_surface(player_surf)
Calculate the new position of the player:
keys = pygame.key.get_pressed()
new_rect = player_rect.move(
(keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * 3,
(keys[pygame.K_DOWN] - keys[pygame.K_UP]) * 3)
Use pygame.mask.Mask.overlap
to see if the masks are intersects (see Pygame collision with masks is not working). Skip the movement when the mask of the maze intersects the player's mask:
offset = (new_rect.x - maze_pos[0]), (new_rect.y - maze_pos[1])
if not maze_mask.overlap(player_mask, offset):
player_rect = new_rect
See also Maze collision detection
Minimal example: repl.it/@Rabbid76/PyGame-Maze-MaskCollision
import pygame, random
class Maze:
def __init__(self, rows = 9, columns = 9):
self.size = (columns, rows)
self.walls = [[[True, True] for _ in range(self.size[1])] for __ in range(self.size[0])]
visited = [[False for _ in range(self.size[1])] for __ in range(self.size[0])]
i, j = (self.size[0]+1) // 2, (self.size[1]+1) // 2
visited[i][j] = True
stack = [(i, j)]
while stack:
current = stack.pop()
i, j = current
nl = [n for n in [(i-1, j), (i+1, j), (i, j-1), (i, j+1)]
if 0 <= n[0] < self.size[0] and 0 <= n[1] < self.size[1] and not visited[n[0]][n[1]]]
if nl:
stack.insert(0, current)
next = random.choice(nl)
self.walls[min(next[0], current[0])][min(next[1], current[1])][abs(next[1]-current[1])] = False
visited[next[0]][next[1]] = True
stack.insert(0, next)
def draw_maze(surf, maze, x, y, l, color, width):
lines = [((x, y), (x + l * len(maze.walls), y)), ((x, y), (x, y + l * len(maze.walls[0])))]
for i, row in enumerate(maze.walls):
for j, cell in enumerate(row):
if cell[0]: lines += [((x + i*l + l, y + j*l), (x + i*l + l, y + j*l + l))]
if cell[1]: lines += [((x + i*l, y + j*l + l), (x + i*l + l, y + j*l + l))]
for line in lines:
pygame.draw.line(surf, color, *line, width)
pygame.init()
window = pygame.display.set_mode((400, 400))
clock = pygame.time.Clock()
maze_pos = 20, 20
cell_size = 40
maze = Maze()
maze_surf = pygame.Surface((maze.size[0]*cell_size, maze.size[1]*cell_size), pygame.SRCALPHA)
draw_maze(maze_surf, maze, 0, 0, cell_size, (196, 196, 196), 3)
maze_mask = pygame.mask.from_surface(maze_surf)
player_rect = pygame.Rect(190, 190, 20, 20)
player_surf = pygame.Surface(player_rect.size, pygame.SRCALPHA)
pygame.draw.circle(player_surf, (255, 255, 0), (player_rect.width//2, player_rect.height//2), player_rect.width//2)
player_mask = pygame.mask.from_surface(player_surf)
run = True
while run:
clock.tick(100)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
keys = pygame.key.get_pressed()
new_rect = player_rect.move(
(keys[pygame.K_RIGHT] - keys[pygame.K_LEFT]) * 3,
(keys[pygame.K_DOWN] - keys[pygame.K_UP]) * 3)
offset = (new_rect.x - maze_pos[0]), (new_rect.y - maze_pos[1])
if not maze_mask.overlap(player_mask, offset):
player_rect = new_rect
window.fill(0)
window.blit(maze_surf, maze_pos)
window.blit(player_surf, player_rect)
pygame.display.flip()
pygame.quit()
exit()