Home Backend Development Python Tutorial Why is my Pygame collision detection always True, and why are my sprites positioned at (0, 0)?

Why is my Pygame collision detection always True, and why are my sprites positioned at (0, 0)?

Dec 16, 2024 pm 07:52 PM

Why is my Pygame collision detection always True, and why are my sprites positioned at (0, 0)?

Troubleshooting Collision Detection and Sprite Positioning

In your code, you're experiencing two issues: the collide_rect function consistently returns 'True' even when it shouldn't, and the position of the rectangle representing the sprites appears to be (0, 0).

Let's address the collision detection first. The reason why collide_rect always returns 'True' is that you're not setting the position of the rectangles correctly. pygame.Surface.get_rect() returns a rectangle object with the dimensions of the surface, but it always starts at (0, 0). To place the rectangle at the sprite's position, you need to use one of these methods:

self.rect = self.image.get_rect(topleft=(self.x, self.y))
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or

self.rect = self.image.get_rect()
self.rect.topleft = (self.x, self.y)
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By setting the topleft attribute of the rectangle, you're explicitly aligning it with the sprite's position.

As for the incorrect sprite position, you've introduced unnecessary self.x and self.y attributes. It's better practice to rely on the rectangle's position directly. This is an example with the attributes removed and the top-left position being set in the get_rect() call:

class Ball(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.image.load("ball.png")
        self.rect = self.image.get_rect(topleft=(280, 475))
        self.col = False

class Obstacle(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.image.load("obstacle.png")
        self.rect = self.image.get_rect(topleft=(1000, 483))
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Additionally, you can opt to utilize a pygame.sprite.Group to handle sprite rendering and updating. This simplifies the drawing process as it draws all the sprites in the group:

all_sprites = pygame.sprite.Group([obstacle, ball])

while not crashed:
    # [...]

    gameDisplay.fill((255,255,255))

    all_sprites.draw(gameDisplay)

    pygame.display.flip()
    clock.tick(1000)
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Please note that the Ball.update() and Obstacle.update() methods can be removed if you use a Group as they will handle updating the sprite's position and drawing the image to the display.

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