I'm trying to make a simple platformer game, which has code to move the camera towards a player as they jump around.
Now I have two classes: one for the player, and one for the platform.
In the Platforms class, I create a rect of the same size (I changed the size for simplicity to make sure everything is working) and the same position.
In the Player class, I want to check if the player is colliding with the platform rect.
The player does seem to detect the platform, but at completely different coords.
My whole code:
import math
import sys
import pygame
pygame.init()
display = pygame.display
WHITE = (255, 255, 255)
class Player(pygame.sprite.Sprite):
def __init__(self, pos, group, player_image_path):
super().__init__(group)
self.apply_gravity = True
self.image = pygame.image.load(player_image_path).convert_alpha()
self.rect = self.image.get_rect(center=pos)
self.direction = pygame.math.Vector2()
self.speed = 5
def input(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
self.direction.y = -1
elif keys[pygame.K_s]:
self.direction.y = 1
else:
self.direction.y = 0
if keys[pygame.K_a]:
self.direction.x = -1
elif keys[pygame.K_d]:
self.direction.x = 1
else:
self.direction.x = 0
def gravity(self):
self.rect.y += math.pi
def update(self):
self.input()
if self.apply_gravity:
self.gravity()
self.rect.center += self.direction * self.speed
def collision(self, col_object):
if self.rect.colliderect(col_object.collider_rect):
print("Ehhhhhhhhh")
self.apply_gravity = False
else:
self.apply_gravity = True
class Platforms(pygame.sprite.Sprite):
def __init__(self, pos, group, image_path):
super().__init__(group)
self.rect_color = None
self.collider_rect = None
self.surface = display.get_surface()
self.image = pygame.image.load(image_path)
self.colorkey = self.image.get_at((0, 0))
self.image.set_colorkey(self.colorkey)
self.image = pygame.transform.scale(self.image, (128 * 3, 32 * 3)).convert_alpha()
self.rect = self.image.get_rect(topleft=pos)
def draw_collider(self, x, y):
self.rect_color = (255, 200, 255)
self.collider_rect = pygame.draw.rect(self.surface, self.rect_color,
pygame.Rect(x, y, 128 * 4, 32 * 4))
class CameraGroup(pygame.sprite.Group):
def __init__(self, surface, background_image_path):
super().__init__()
self.surface = surface
self.platforms = []
self.background_image = pygame.image.load(background_image_path).convert_alpha()
self.background_rect = self.background_image.get_rect(topleft=(0, 0)).topleft
self.half_x = pygame.display.get_window_size()[0] // 2
self.half_y = pygame.display.get_window_size()[1] // 2
self.offset = pygame.math.Vector2()
def center_camera(self, target):
self.offset.x = target.rect.centerx - self.half_x
self.offset.y = target.rect.centery - self.half_y
self.offset.y -= 10
def draw_sprites(self, player_object):
self.center_camera(player_object)
ground_offset_pos = self.background_rect - self.offset - pygame.math.Vector2(500, 305)
self.surface.blit(self.background_image, ground_offset_pos)
for sprite in sorted(self.sprites(), key=lambda sprites: sprites.rect.centery):
offset_pos = sprite.rect.topleft - self.offset
if isinstance(sprite, Platforms):
sprite.draw_collider(offset_pos.x, offset_pos.y)
self.platforms.append(sprite)
elif isinstance(sprite, Player):
for platform_obj in self.platforms:
sprite.collision(platform_obj)
self.surface.blit(sprite.image, offset_pos)
screen = display.set_mode((1200, 800))
screen.fill(WHITE)
display.update()
running = True
camera_group = CameraGroup(screen, 'sym_attractors.jpg')
platform = Platforms((100, 100), camera_group, 'flower_plt.jpeg')
player = Player((0, 0), camera_group, 'player.jpeg')
clock = pygame.time.Clock()
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
sys.exit(0)
player.input()
player.update()
camera_group.update()
camera_group.draw_sprites(player)
display.update()
clock.tick(60) # Adjust the frame rate as needed (e.g., 60 FPS)
I'm also open to learn mask overlapping if relevant.
offset_pos, is there a chance you don't take that variable into account when calculating your collisions? \$\endgroup\$