Collision issues in pygame, why does it work for static objects but not moving objects












0














I have been doing some reading and noticed a few suggestions for using Rect to do the collisions in this game now. But I am still bothered that this doesn't work as written.



Basically in this pong clone my ball will bounce off of the static objects, but when I try to have it bounce off my player object it goes right through. Can someone please explain why this is occurring?



class ball(object):
def __init__(self, x, y, radius, speedx, speedy):
self.x = x
self.y = y
self.radius = radius
self.speedx = speedx
self.speedy = speedy

def move(self):
##collide with vertical boundaries
if self.y > screenHeight - self.radius - 10:
self.speedy = self.speedy*-1
elif self.y < self.radius + 10:
self.speedy = self.speedy * -1


##collide with level walls
if self.x == topWall.x and topWall.y < self.y < topWall.y + topWall.frontHeight:
self.speedx = self.speedx * -1
elif self.x == midWall.x and midWall.y < self.y < midWall.y + midWall.frontHeight:
self.speedx = self.speedx * -1
elif self.x == botWall.x and botWall.y < self.y < botWall.y + botWall.frontHeight:
self.speedx = self.speedx * -1

##collide with player paddle
if (self.x + self.radius == player.x + player.width and
player.y <= self.y <= player.y + player.height):
self.speedx = self.speedx * -1

self.speedx = self.speedx * -1


Again this does work for bouncing off the top/mid/botwalls but it will not bounce of the player.










share|improve this question
























  • The self.x + self.radius == player.x + player.width portion of the logical expression will only be True when the two calculated values are exactly equal, which I think is at least part of the problem. You probably need to just check for whether it's close to being equal.
    – martineau
    Nov 20 at 23:35


















0














I have been doing some reading and noticed a few suggestions for using Rect to do the collisions in this game now. But I am still bothered that this doesn't work as written.



Basically in this pong clone my ball will bounce off of the static objects, but when I try to have it bounce off my player object it goes right through. Can someone please explain why this is occurring?



class ball(object):
def __init__(self, x, y, radius, speedx, speedy):
self.x = x
self.y = y
self.radius = radius
self.speedx = speedx
self.speedy = speedy

def move(self):
##collide with vertical boundaries
if self.y > screenHeight - self.radius - 10:
self.speedy = self.speedy*-1
elif self.y < self.radius + 10:
self.speedy = self.speedy * -1


##collide with level walls
if self.x == topWall.x and topWall.y < self.y < topWall.y + topWall.frontHeight:
self.speedx = self.speedx * -1
elif self.x == midWall.x and midWall.y < self.y < midWall.y + midWall.frontHeight:
self.speedx = self.speedx * -1
elif self.x == botWall.x and botWall.y < self.y < botWall.y + botWall.frontHeight:
self.speedx = self.speedx * -1

##collide with player paddle
if (self.x + self.radius == player.x + player.width and
player.y <= self.y <= player.y + player.height):
self.speedx = self.speedx * -1

self.speedx = self.speedx * -1


Again this does work for bouncing off the top/mid/botwalls but it will not bounce of the player.










share|improve this question
























  • The self.x + self.radius == player.x + player.width portion of the logical expression will only be True when the two calculated values are exactly equal, which I think is at least part of the problem. You probably need to just check for whether it's close to being equal.
    – martineau
    Nov 20 at 23:35
















0












0








0







I have been doing some reading and noticed a few suggestions for using Rect to do the collisions in this game now. But I am still bothered that this doesn't work as written.



Basically in this pong clone my ball will bounce off of the static objects, but when I try to have it bounce off my player object it goes right through. Can someone please explain why this is occurring?



class ball(object):
def __init__(self, x, y, radius, speedx, speedy):
self.x = x
self.y = y
self.radius = radius
self.speedx = speedx
self.speedy = speedy

def move(self):
##collide with vertical boundaries
if self.y > screenHeight - self.radius - 10:
self.speedy = self.speedy*-1
elif self.y < self.radius + 10:
self.speedy = self.speedy * -1


##collide with level walls
if self.x == topWall.x and topWall.y < self.y < topWall.y + topWall.frontHeight:
self.speedx = self.speedx * -1
elif self.x == midWall.x and midWall.y < self.y < midWall.y + midWall.frontHeight:
self.speedx = self.speedx * -1
elif self.x == botWall.x and botWall.y < self.y < botWall.y + botWall.frontHeight:
self.speedx = self.speedx * -1

##collide with player paddle
if (self.x + self.radius == player.x + player.width and
player.y <= self.y <= player.y + player.height):
self.speedx = self.speedx * -1

self.speedx = self.speedx * -1


Again this does work for bouncing off the top/mid/botwalls but it will not bounce of the player.










share|improve this question















I have been doing some reading and noticed a few suggestions for using Rect to do the collisions in this game now. But I am still bothered that this doesn't work as written.



Basically in this pong clone my ball will bounce off of the static objects, but when I try to have it bounce off my player object it goes right through. Can someone please explain why this is occurring?



class ball(object):
def __init__(self, x, y, radius, speedx, speedy):
self.x = x
self.y = y
self.radius = radius
self.speedx = speedx
self.speedy = speedy

def move(self):
##collide with vertical boundaries
if self.y > screenHeight - self.radius - 10:
self.speedy = self.speedy*-1
elif self.y < self.radius + 10:
self.speedy = self.speedy * -1


##collide with level walls
if self.x == topWall.x and topWall.y < self.y < topWall.y + topWall.frontHeight:
self.speedx = self.speedx * -1
elif self.x == midWall.x and midWall.y < self.y < midWall.y + midWall.frontHeight:
self.speedx = self.speedx * -1
elif self.x == botWall.x and botWall.y < self.y < botWall.y + botWall.frontHeight:
self.speedx = self.speedx * -1

##collide with player paddle
if (self.x + self.radius == player.x + player.width and
player.y <= self.y <= player.y + player.height):
self.speedx = self.speedx * -1

self.speedx = self.speedx * -1


Again this does work for bouncing off the top/mid/botwalls but it will not bounce of the player.







python pygame collision






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edited Nov 20 at 23:31









martineau

65.6k988177




65.6k988177










asked Nov 20 at 23:16









Kirkulese

1




1












  • The self.x + self.radius == player.x + player.width portion of the logical expression will only be True when the two calculated values are exactly equal, which I think is at least part of the problem. You probably need to just check for whether it's close to being equal.
    – martineau
    Nov 20 at 23:35




















  • The self.x + self.radius == player.x + player.width portion of the logical expression will only be True when the two calculated values are exactly equal, which I think is at least part of the problem. You probably need to just check for whether it's close to being equal.
    – martineau
    Nov 20 at 23:35


















The self.x + self.radius == player.x + player.width portion of the logical expression will only be True when the two calculated values are exactly equal, which I think is at least part of the problem. You probably need to just check for whether it's close to being equal.
– martineau
Nov 20 at 23:35






The self.x + self.radius == player.x + player.width portion of the logical expression will only be True when the two calculated values are exactly equal, which I think is at least part of the problem. You probably need to just check for whether it's close to being equal.
– martineau
Nov 20 at 23:35



















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