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Pygame is a widely used Python library designed for game development. One crucial aspect of game development is detecting collisions between objects. In this article, we will focus on techniques for detecting collisions between rectangular objects and images in Pygame.
To start with, we will use pygame.Rect objects and colliderect() to detect collisions between the bounding rectangles of two objects. A bounding rectangle specifies the boundaries of an object in a two-dimensional space.
The pygame.Rect constructor takes arguments to define the position and dimensions of the rectangle, as seen below:
rect1 = pygame.Rect(x1, y1, w1, h1) rect2 = pygame.Rect(x2, y2, w2, h2)
where x1, y1, w1, and h1 represent the position and dimensions of the first rectangle, and x2, y2, w2, and h2 represent those of the second rectangle.
To check for collisions, we use the colliderect() method of the Rect object, which returns True if the rectangles intersect and False otherwise. Here's how you can implement this:
if rect1.colliderect(rect2): # Handle collision logic here
If you have images (represented as pygame.Surface objects), you can obtain their bounding rectangles using the get_rect() method. However, it's essential to set the position of the image using keyword arguments, as the returned rectangle always starts at (0, 0):
player_rect = player_img.get_rect(topleft = (x, y)) for i in range(len(things_cor)): thing_rect = things_added[i].get_rect(topleft = things_cor[i])
With these rectangles, you can perform collision testing between the player and the items as follows:
if player_rect.colliderect(thing_rect): # Handle collision logic here
In the provided code snippet, you have a while loop that runs continuously within the game_loop() function. If you want to introduce pauses or delays within the loop, you can employ the pygame.time.get_ticks() function. It returns the number of milliseconds elapsed since pygame.init() was called.
Here's an example of how to utilize pygame.time.get_ticks() to create a delay:
passed_time = pygame.time.get_ticks() # passed time in milliseconds start_time = 100 * 1000 # start time in milliseconds (100 seconds) # When the elapsed time reaches or exceeds the start time, execute this logic if passed_time >= start_time: # Execute game logic here, such as moving objects x += x_change
This approach allows you to precisely control the timing of events within the game loop.
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