So I'm trying to make a game where there are 2 objects and am trying to make it so that my program knows when the 2 objects collide.
if players[0].mask.overlap(players[1].mask, offset):
print("collided")`
My objects both rotate clockwise and counterclockwise and have masks both for the head and the body. (I have 2 images which are both the same size but one contains only the head and another contains only the body, in order to use mask.from_surface().)
def turn(self, event):
self.surface = self.ojSurface
if event == 0:
self.deg -= self.turnSpd
elif event == 1:
self.deg += self.turnSpd
self.surface = pygame.transform.rotate(self.surface, self.deg)
self.newPos = (self.pos[0] - self.surface.get_width() / 2, self.pos[1] - self.surface.get_height() / 2)
self.mask = pygame.mask.from_surface(self.surface)
However, what I find is when I try to check for collision when they are rotated the mask isn't in the same place as the image. It should update the mask every frame through the move function which is called every loop
def move(self):
self.pos[0] = pygame.mouse.get_pos()[0]
self.pos[1] = pygame.mouse.get_pos()[1]
self.newPos = (self.pos[0] - self.surface.get_width() / 2, self.pos[1] - self.surface.get_height() / 2)
self.mask = pygame.mask.from_surface(self.surface)
If you want to peruse what I have so far here it is:
import pygame
class Player:
def __init__(self, pos,surface,screen):
self.pos = [pos[0],pos[1]]
self.newPos = (pos[0] - surface.get_width()/2, pos[1] - surface.get_height()/2)
self.deg = 0
self.surface = surface
self.ojSurface = surface
self.screen = screen
self.mask = pygame.mask.from_surface(self.surface)
def turn(self, event):
self.surface = self.ojSurface
#clockwise
if event == 0:
self.deg -= 0.1
#counter clockwise
elif event == 1:
self.deg += 0.1
self.surface = pygame.transform.rotate(self.surface, self.deg)
#resetting pos and mask
self.newPos = (self.pos[0] - self.surface.get_width() / 2, self.pos[1] - self.surface.get_height() / 2)
self.mask = pygame.mask.from_surface(self.surface)
def move(self):
self.pos[0] = pygame.mouse.get_pos()[0]
self.pos[1] = pygame.mouse.get_pos()[1]
self.newPos = (self.pos[0] - self.surface.get_width() / 2, self.pos[1] - self.surface.get_height() / 2)
self.mask = pygame.mask.from_surface(self.surface)
def draw(self):
self.screen.blit(self.surface, self.newPos)
screenRes = (640,480)
screen = pygame.display.set_mode(screenRes)
closed = False
players = [Player((320,240),pygame.image.load("body.png"), screen),Player((480,240),pygame.image.load("body.png"), screen)]
controls = [[pygame.K_a,pygame.K_s],[pygame.K_k,pygame.K_l]]
while not closed:
screen.fill((0, 0, 0))
keys = pygame.key.get_pressed()
offset = (int(players[0].newPos[0] - players[1].newPos[0]), int(players[0].newPos[1] - players[1].newPos[1]))
#collision
if players[0].mask.overlap(players[1].mask, offset):
print("collided")
#controls
for i in range(len(players)):
if keys[controls[i][0]]:
players[i].turn(0)
if keys[controls[i][1]]:
players[i].turn(1)
players[i].draw()
players[0].move()
pygame.display.update()
for event in pygame.event.get():
# standard quit
if event.type == pygame.QUIT:
pygame.display.quit()
closed = True
pygame.quit()
Test.pyfile to your question. - skrx