Collision issues in pygame, why does it work for static objects but not moving objects
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
add a comment |
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
Theself.x + self.radius == player.x + player.width
portion of the logical expression will only beTrue
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
add a comment |
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
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
python pygame collision
edited Nov 20 at 23:31
martineau
65.6k988177
65.6k988177
asked Nov 20 at 23:16
Kirkulese
1
1
Theself.x + self.radius == player.x + player.width
portion of the logical expression will only beTrue
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
add a comment |
Theself.x + self.radius == player.x + player.width
portion of the logical expression will only beTrue
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
add a comment |
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The
self.x + self.radius == player.x + player.width
portion of the logical expression will only beTrue
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