Pygame collision handling
I made a 2D platformer game with pygame. I am struggling to figure out how to determine the direction an object is moving in.
For example: say the player is coming from above since his y velocity is greater than zero, then the problems are that his gravitation is acting on him constantly; this means that if he comes from the left side, his y velocity is greater than zero (so this if statement will get triggered even though I want the left-side-if statement to get triggered).
The source code for this is the following: `
if self.hits:
for platform in self.hits:
if self.player.vel.y > 0:
self.player.rect.y = platform.rect.top
self.player.vel.y = 0
if self.player.vel.y < 0:
self.player.rect.top = platform.rect.bottom
self.player.vel.y = 0
if self.player.vel.x > 0:
self.player.rect.right = platform.rect.left
if self.player.vel.y < 0:
self.player.rect.left = platform.rect.right
That is why I created some limitations for the recognition of each four directions: `
if self.hits:
for platform in self.hits:
if self.player.rect.bottom >= (platform.rect.top) and self.player.rect.bottom <= (platform.rect.top + 16)
and (self.player.rect.centerx + 13) >= platform.rect.left and (self.player.rect.centerx - 13) <= platform.rect.right:
self.player.pos_bottom.y = platform.rect.top
self.player.vel.y = 0
elif self.player.rect.top <= (platform.rect.bottom) and self.player.rect.top >= (platform.rect.bottom - 16)
and (self.player.rect.centerx + 13) >= platform.rect.left and (self.player.rect.centerx - 13) <= platform.rect.right:
self.player.rect.top = platform.rect.bottom
self.player.vel.y = 0
elif self.player.rect.right >= (platform.rect.left) and self.player.rect.right <= (platform.rect.right + 10) and self.player.vel.x >= 0
and self.player.rect.centery >= platform.rect.top and self.player.rect.centery <= platform.rect.bottom:
self.player.rect.right = platform.rect.left
self.player.vel.x = 0
elif self.player.rect.left <= (platform.rect.right) and self.player.rect.left >= (platform.rect.right - 10) and self.player.vel.x <= 0
and self.player.rect.centery >= platform.rect.top and self.player.rect.centery <= platform.rect.bottom:
self.player.rect.left = platform.rect.right
self.player.vel.x = 0`
This code limitates the zone in which the players direction is getting recognized, but brings a lot of bugs with it and is also really ugly.
python pygame 2d collision
add a comment |
I made a 2D platformer game with pygame. I am struggling to figure out how to determine the direction an object is moving in.
For example: say the player is coming from above since his y velocity is greater than zero, then the problems are that his gravitation is acting on him constantly; this means that if he comes from the left side, his y velocity is greater than zero (so this if statement will get triggered even though I want the left-side-if statement to get triggered).
The source code for this is the following: `
if self.hits:
for platform in self.hits:
if self.player.vel.y > 0:
self.player.rect.y = platform.rect.top
self.player.vel.y = 0
if self.player.vel.y < 0:
self.player.rect.top = platform.rect.bottom
self.player.vel.y = 0
if self.player.vel.x > 0:
self.player.rect.right = platform.rect.left
if self.player.vel.y < 0:
self.player.rect.left = platform.rect.right
That is why I created some limitations for the recognition of each four directions: `
if self.hits:
for platform in self.hits:
if self.player.rect.bottom >= (platform.rect.top) and self.player.rect.bottom <= (platform.rect.top + 16)
and (self.player.rect.centerx + 13) >= platform.rect.left and (self.player.rect.centerx - 13) <= platform.rect.right:
self.player.pos_bottom.y = platform.rect.top
self.player.vel.y = 0
elif self.player.rect.top <= (platform.rect.bottom) and self.player.rect.top >= (platform.rect.bottom - 16)
and (self.player.rect.centerx + 13) >= platform.rect.left and (self.player.rect.centerx - 13) <= platform.rect.right:
self.player.rect.top = platform.rect.bottom
self.player.vel.y = 0
elif self.player.rect.right >= (platform.rect.left) and self.player.rect.right <= (platform.rect.right + 10) and self.player.vel.x >= 0
and self.player.rect.centery >= platform.rect.top and self.player.rect.centery <= platform.rect.bottom:
self.player.rect.right = platform.rect.left
self.player.vel.x = 0
elif self.player.rect.left <= (platform.rect.right) and self.player.rect.left >= (platform.rect.right - 10) and self.player.vel.x <= 0
and self.player.rect.centery >= platform.rect.top and self.player.rect.centery <= platform.rect.bottom:
self.player.rect.left = platform.rect.right
self.player.vel.x = 0`
This code limitates the zone in which the players direction is getting recognized, but brings a lot of bugs with it and is also really ugly.
python pygame 2d collision
Take a look at this question/answer. See how the collision detection is done in two steps: first for the x axis, then the y axis. This works quite well.
– sloth
Nov 13 '18 at 6:41
thank you that really helped me
– Che Guevara
Nov 13 '18 at 12:14
add a comment |
I made a 2D platformer game with pygame. I am struggling to figure out how to determine the direction an object is moving in.
For example: say the player is coming from above since his y velocity is greater than zero, then the problems are that his gravitation is acting on him constantly; this means that if he comes from the left side, his y velocity is greater than zero (so this if statement will get triggered even though I want the left-side-if statement to get triggered).
The source code for this is the following: `
if self.hits:
for platform in self.hits:
if self.player.vel.y > 0:
self.player.rect.y = platform.rect.top
self.player.vel.y = 0
if self.player.vel.y < 0:
self.player.rect.top = platform.rect.bottom
self.player.vel.y = 0
if self.player.vel.x > 0:
self.player.rect.right = platform.rect.left
if self.player.vel.y < 0:
self.player.rect.left = platform.rect.right
That is why I created some limitations for the recognition of each four directions: `
if self.hits:
for platform in self.hits:
if self.player.rect.bottom >= (platform.rect.top) and self.player.rect.bottom <= (platform.rect.top + 16)
and (self.player.rect.centerx + 13) >= platform.rect.left and (self.player.rect.centerx - 13) <= platform.rect.right:
self.player.pos_bottom.y = platform.rect.top
self.player.vel.y = 0
elif self.player.rect.top <= (platform.rect.bottom) and self.player.rect.top >= (platform.rect.bottom - 16)
and (self.player.rect.centerx + 13) >= platform.rect.left and (self.player.rect.centerx - 13) <= platform.rect.right:
self.player.rect.top = platform.rect.bottom
self.player.vel.y = 0
elif self.player.rect.right >= (platform.rect.left) and self.player.rect.right <= (platform.rect.right + 10) and self.player.vel.x >= 0
and self.player.rect.centery >= platform.rect.top and self.player.rect.centery <= platform.rect.bottom:
self.player.rect.right = platform.rect.left
self.player.vel.x = 0
elif self.player.rect.left <= (platform.rect.right) and self.player.rect.left >= (platform.rect.right - 10) and self.player.vel.x <= 0
and self.player.rect.centery >= platform.rect.top and self.player.rect.centery <= platform.rect.bottom:
self.player.rect.left = platform.rect.right
self.player.vel.x = 0`
This code limitates the zone in which the players direction is getting recognized, but brings a lot of bugs with it and is also really ugly.
python pygame 2d collision
I made a 2D platformer game with pygame. I am struggling to figure out how to determine the direction an object is moving in.
For example: say the player is coming from above since his y velocity is greater than zero, then the problems are that his gravitation is acting on him constantly; this means that if he comes from the left side, his y velocity is greater than zero (so this if statement will get triggered even though I want the left-side-if statement to get triggered).
The source code for this is the following: `
if self.hits:
for platform in self.hits:
if self.player.vel.y > 0:
self.player.rect.y = platform.rect.top
self.player.vel.y = 0
if self.player.vel.y < 0:
self.player.rect.top = platform.rect.bottom
self.player.vel.y = 0
if self.player.vel.x > 0:
self.player.rect.right = platform.rect.left
if self.player.vel.y < 0:
self.player.rect.left = platform.rect.right
That is why I created some limitations for the recognition of each four directions: `
if self.hits:
for platform in self.hits:
if self.player.rect.bottom >= (platform.rect.top) and self.player.rect.bottom <= (platform.rect.top + 16)
and (self.player.rect.centerx + 13) >= platform.rect.left and (self.player.rect.centerx - 13) <= platform.rect.right:
self.player.pos_bottom.y = platform.rect.top
self.player.vel.y = 0
elif self.player.rect.top <= (platform.rect.bottom) and self.player.rect.top >= (platform.rect.bottom - 16)
and (self.player.rect.centerx + 13) >= platform.rect.left and (self.player.rect.centerx - 13) <= platform.rect.right:
self.player.rect.top = platform.rect.bottom
self.player.vel.y = 0
elif self.player.rect.right >= (platform.rect.left) and self.player.rect.right <= (platform.rect.right + 10) and self.player.vel.x >= 0
and self.player.rect.centery >= platform.rect.top and self.player.rect.centery <= platform.rect.bottom:
self.player.rect.right = platform.rect.left
self.player.vel.x = 0
elif self.player.rect.left <= (platform.rect.right) and self.player.rect.left >= (platform.rect.right - 10) and self.player.vel.x <= 0
and self.player.rect.centery >= platform.rect.top and self.player.rect.centery <= platform.rect.bottom:
self.player.rect.left = platform.rect.right
self.player.vel.x = 0`
This code limitates the zone in which the players direction is getting recognized, but brings a lot of bugs with it and is also really ugly.
python pygame 2d collision
python pygame 2d collision
edited Nov 12 '18 at 22:15
martineau
66k989178
66k989178
asked Nov 12 '18 at 21:52
Che GuevaraChe Guevara
11
11
Take a look at this question/answer. See how the collision detection is done in two steps: first for the x axis, then the y axis. This works quite well.
– sloth
Nov 13 '18 at 6:41
thank you that really helped me
– Che Guevara
Nov 13 '18 at 12:14
add a comment |
Take a look at this question/answer. See how the collision detection is done in two steps: first for the x axis, then the y axis. This works quite well.
– sloth
Nov 13 '18 at 6:41
thank you that really helped me
– Che Guevara
Nov 13 '18 at 12:14
Take a look at this question/answer. See how the collision detection is done in two steps: first for the x axis, then the y axis. This works quite well.
– sloth
Nov 13 '18 at 6:41
Take a look at this question/answer. See how the collision detection is done in two steps: first for the x axis, then the y axis. This works quite well.
– sloth
Nov 13 '18 at 6:41
thank you that really helped me
– Che Guevara
Nov 13 '18 at 12:14
thank you that really helped me
– Che Guevara
Nov 13 '18 at 12:14
add a comment |
0
active
oldest
votes
Your Answer
StackExchange.ifUsing("editor", function () {
StackExchange.using("externalEditor", function () {
StackExchange.using("snippets", function () {
StackExchange.snippets.init();
});
});
}, "code-snippets");
StackExchange.ready(function() {
var channelOptions = {
tags: "".split(" "),
id: "1"
};
initTagRenderer("".split(" "), "".split(" "), channelOptions);
StackExchange.using("externalEditor", function() {
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled) {
StackExchange.using("snippets", function() {
createEditor();
});
}
else {
createEditor();
}
});
function createEditor() {
StackExchange.prepareEditor({
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: true,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: 10,
bindNavPrevention: true,
postfix: "",
imageUploader: {
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
},
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
});
}
});
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53270643%2fpygame-collision-handling%23new-answer', 'question_page');
}
);
Post as a guest
Required, but never shown
0
active
oldest
votes
0
active
oldest
votes
active
oldest
votes
active
oldest
votes
Thanks for contributing an answer to Stack Overflow!
- Please be sure to answer the question. Provide details and share your research!
But avoid …
- Asking for help, clarification, or responding to other answers.
- Making statements based on opinion; back them up with references or personal experience.
To learn more, see our tips on writing great answers.
Some of your past answers have not been well-received, and you're in danger of being blocked from answering.
Please pay close attention to the following guidance:
- Please be sure to answer the question. Provide details and share your research!
But avoid …
- Asking for help, clarification, or responding to other answers.
- Making statements based on opinion; back them up with references or personal experience.
To learn more, see our tips on writing great answers.
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53270643%2fpygame-collision-handling%23new-answer', 'question_page');
}
);
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Take a look at this question/answer. See how the collision detection is done in two steps: first for the x axis, then the y axis. This works quite well.
– sloth
Nov 13 '18 at 6:41
thank you that really helped me
– Che Guevara
Nov 13 '18 at 12:14