This is the code to detect collisions in 2 ways.
import pygame
from glob import glob
import sys
pygame.init()
screen = pygame.display.set_mode((400, 600))
class Cat(pygame.sprite.Sprite):
def __init__(self, x, y):
super(Cat, self).__init__()
self.x = x
self.y = y
self.list = [self.convert(f) for f in glob("cat/Walk*.png")]
self.list_idle = [self.convert(f) for f in glob("cat/Idle*.png")]
self.counter = 0
self.image = self.list[0]
self.w, self.h = self.image.get_size()
self.rect = self.image.get_rect()
self.dir = ""
self.prov = ""
self.mask = pygame.mask.from_surface(self.image)
def convert(self, f):
return pygame.image.load(f).convert_alpha()
def update(self):
self.counter += .1
if self.counter >= len(self.list):
self.counter = 0
if self.dir == "right":
self.image = self.list[int(self.counter)]
self.prov = self.dir
if self.dir == "left":
self.image = pygame.transform.flip(self.list[int(self.counter)], True, False)
self.prov = self.dir
if self.dir == "":
if self.counter >= len(self.list_idle):
self.counter = 0
if self.prov == "right":
self.image = self.list_idle[int(self.counter)]
else:
self.image = pygame.transform.flip(self.list_idle[int(self.counter)], True, False)
self.rect = pygame.Rect(self.x, self.y, self.w, self.h)
screen.blit(self.image, (self.x, self.y))
class Sprite(pygame.sprite.Sprite):
def __init__(self, x, y, w, h):
super(Sprite, self).__init__()
self.x = x
self.y = y
self.w = w
self.h = h
self.image = pygame.Surface((self.w, self.h))
self.image.fill((255, 0, 0))
self.rect = self.image.get_rect()
self.mask = pygame.mask.from_surface(self.image)
def update(self):
self.rect = pygame.Rect(self.x, self.y, self.w, self.h)
screen.blit(self.image, (self.x, self.y))
cat = Cat(100, 100)
clock = pygame.time.Clock()
floor = Sprite(100, 300, 60, 10)
while True:
screen.fill((128, 255, 128))
if pygame.event.get(pygame.QUIT):
break
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
if event.key == pygame.K_RIGHT:
cat.dir = "right"
if event.key == pygame.K_LEFT:
cat.dir = "left"
if event.key == pygame.K_UP:
cat.dir = "up"
if event.key == pygame.K_DOWN:
cat.dir = "down"
if event.type == pygame.KEYUP:
# Make the
if cat.dir not in "up down":
cat.dir = ""
if cat.dir == "right":
cat.x += 1
if cat.dir == "left":
cat.x -= 1
if cat.dir == "up":
cat.y -= 1
if cat.dir == "down":
cat.dir = ""
if not pygame.sprite.collide_mask(floor, cat):
cat.y += 1
# if not pygame.sprite.collide_rect(floor, cat):
# cat.y += 1
if cat.y > 480:
cat.y = 0
cat.update()
floor.update()
pygame.display.update()
clock.tick(180)
pygame.quit()