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Re: [pygame] Scaling the hitbox/rect of a sprite
Example attached. This might get you going.
Gumm
On 5/23/2014 07:02, Skorpio wrote:
Thanks for the help everybody, but it still doesn't work.
I've tried these functions as collided values (as Jeffrey Kleykamp
suggested):
pygame.sprite.collide_rect() takes only sprites as values and then uses
their rects. That means I can't use the sprite's scaled "hitbox" attribute,
otherwise I get this error: AttributeError: 'pygame.Rect' object has no
attribute 'rect'
And if I do sprite.rect = sprite.hitbox, the image gets blitted at the top
left corner again.
pygame.Rect.colliderect() doesn't work.
pygame.sprite.collide_rect_ratio() works as intended but causes a huge
performance drop, so it's not useable for me. I have quite a lot of sprites
on the screen (sometimes over 100).
Christopher Night is right. It would be a lot easier for me, if Pygame
sprites had an additional (optional) hitbox rect.
Maybe I should rewrite my collision detection passage and just use
pygame.Rect.colliderect() instead of pygame.sprite.spritecollide().
--
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import pygame
from pygame.locals import *
screen = pygame.display.set_mode((800, 600))
screen_rect = screen.get_rect()
clock = pygame.time.Clock()
avatar_group = pygame.sprite.Group()
blob_group = pygame.sprite.Group()
class Thing(pygame.sprite.Sprite):
def __init__(self, rect, color):
super(Thing, self).__init__()
self.rect = rect
self.color = color
self.image = pygame.Surface(rect.size)
self.image.fill(color)
self.hitbox = rect.inflate(20, 20)
def update(self):
self.hitbox.center = self.rect.center
def collided(this, other):
return this.hitbox.colliderect(other.hitbox)
avatar = Thing(Rect(screen_rect.center, (20, 20)), Color('blue'))
avatar_group.add(avatar)
for p in ((100, 100),(100, 400),(400, 400)):
blob_group.add(Thing(Rect(p, (20, 20)), Color('red')))
while True:
screen.fill((0, 0, 0))
clock.tick(30)
if any([e.type == KEYDOWN for e in pygame.event.get()]):
quit()
pos = pygame.mouse.get_pos()
avatar.rect.center = pos
avatar_group.update()
blob_group.update()
blob_group.draw(screen)
avatar_group.draw(screen)
hits = pygame.sprite.groupcollide(
avatar_group, blob_group, False, False, collided)
for g in blob_group, avatar_group:
for s in g:
if s in hits:
pygame.draw.rect(screen, Color('red'), s.hitbox, 1)
else:
pygame.draw.rect(screen, Color('grey'), s.hitbox, 1)
pygame.display.flip()