Collision issues in pygame, why does it work for static objects but not moving objects












0















I have been doing some reading and noticed a few suggestions for using Rect to do the collisions in this game now. But I am still bothered that this doesn't work as written.



Basically in this pong clone my ball will bounce off of the static objects, but when I try to have it bounce off my player object it goes right through. Can someone please explain why this is occurring?



class ball(object):
def __init__(self, x, y, radius, speedx, speedy):
self.x = x
self.y = y
self.radius = radius
self.speedx = speedx
self.speedy = speedy

def move(self):
##collide with vertical boundaries
if self.y > screenHeight - self.radius - 10:
self.speedy = self.speedy*-1
elif self.y < self.radius + 10:
self.speedy = self.speedy * -1


##collide with level walls
if self.x == topWall.x and topWall.y < self.y < topWall.y + topWall.frontHeight:
self.speedx = self.speedx * -1
elif self.x == midWall.x and midWall.y < self.y < midWall.y + midWall.frontHeight:
self.speedx = self.speedx * -1
elif self.x == botWall.x and botWall.y < self.y < botWall.y + botWall.frontHeight:
self.speedx = self.speedx * -1

##collide with player paddle
if (self.x + self.radius == player.x + player.width and
player.y <= self.y <= player.y + player.height):
self.speedx = self.speedx * -1

self.speedx = self.speedx * -1


Again this does work for bouncing off the top/mid/botwalls but it will not bounce of the player.










share|improve this question

























  • The self.x + self.radius == player.x + player.width portion of the logical expression will only be True when the two calculated values are exactly equal, which I think is at least part of the problem. You probably need to just check for whether it's close to being equal.

    – martineau
    Nov 20 '18 at 23:35


















0















I have been doing some reading and noticed a few suggestions for using Rect to do the collisions in this game now. But I am still bothered that this doesn't work as written.



Basically in this pong clone my ball will bounce off of the static objects, but when I try to have it bounce off my player object it goes right through. Can someone please explain why this is occurring?



class ball(object):
def __init__(self, x, y, radius, speedx, speedy):
self.x = x
self.y = y
self.radius = radius
self.speedx = speedx
self.speedy = speedy

def move(self):
##collide with vertical boundaries
if self.y > screenHeight - self.radius - 10:
self.speedy = self.speedy*-1
elif self.y < self.radius + 10:
self.speedy = self.speedy * -1


##collide with level walls
if self.x == topWall.x and topWall.y < self.y < topWall.y + topWall.frontHeight:
self.speedx = self.speedx * -1
elif self.x == midWall.x and midWall.y < self.y < midWall.y + midWall.frontHeight:
self.speedx = self.speedx * -1
elif self.x == botWall.x and botWall.y < self.y < botWall.y + botWall.frontHeight:
self.speedx = self.speedx * -1

##collide with player paddle
if (self.x + self.radius == player.x + player.width and
player.y <= self.y <= player.y + player.height):
self.speedx = self.speedx * -1

self.speedx = self.speedx * -1


Again this does work for bouncing off the top/mid/botwalls but it will not bounce of the player.










share|improve this question

























  • The self.x + self.radius == player.x + player.width portion of the logical expression will only be True when the two calculated values are exactly equal, which I think is at least part of the problem. You probably need to just check for whether it's close to being equal.

    – martineau
    Nov 20 '18 at 23:35
















0












0








0








I have been doing some reading and noticed a few suggestions for using Rect to do the collisions in this game now. But I am still bothered that this doesn't work as written.



Basically in this pong clone my ball will bounce off of the static objects, but when I try to have it bounce off my player object it goes right through. Can someone please explain why this is occurring?



class ball(object):
def __init__(self, x, y, radius, speedx, speedy):
self.x = x
self.y = y
self.radius = radius
self.speedx = speedx
self.speedy = speedy

def move(self):
##collide with vertical boundaries
if self.y > screenHeight - self.radius - 10:
self.speedy = self.speedy*-1
elif self.y < self.radius + 10:
self.speedy = self.speedy * -1


##collide with level walls
if self.x == topWall.x and topWall.y < self.y < topWall.y + topWall.frontHeight:
self.speedx = self.speedx * -1
elif self.x == midWall.x and midWall.y < self.y < midWall.y + midWall.frontHeight:
self.speedx = self.speedx * -1
elif self.x == botWall.x and botWall.y < self.y < botWall.y + botWall.frontHeight:
self.speedx = self.speedx * -1

##collide with player paddle
if (self.x + self.radius == player.x + player.width and
player.y <= self.y <= player.y + player.height):
self.speedx = self.speedx * -1

self.speedx = self.speedx * -1


Again this does work for bouncing off the top/mid/botwalls but it will not bounce of the player.










share|improve this question
















I have been doing some reading and noticed a few suggestions for using Rect to do the collisions in this game now. But I am still bothered that this doesn't work as written.



Basically in this pong clone my ball will bounce off of the static objects, but when I try to have it bounce off my player object it goes right through. Can someone please explain why this is occurring?



class ball(object):
def __init__(self, x, y, radius, speedx, speedy):
self.x = x
self.y = y
self.radius = radius
self.speedx = speedx
self.speedy = speedy

def move(self):
##collide with vertical boundaries
if self.y > screenHeight - self.radius - 10:
self.speedy = self.speedy*-1
elif self.y < self.radius + 10:
self.speedy = self.speedy * -1


##collide with level walls
if self.x == topWall.x and topWall.y < self.y < topWall.y + topWall.frontHeight:
self.speedx = self.speedx * -1
elif self.x == midWall.x and midWall.y < self.y < midWall.y + midWall.frontHeight:
self.speedx = self.speedx * -1
elif self.x == botWall.x and botWall.y < self.y < botWall.y + botWall.frontHeight:
self.speedx = self.speedx * -1

##collide with player paddle
if (self.x + self.radius == player.x + player.width and
player.y <= self.y <= player.y + player.height):
self.speedx = self.speedx * -1

self.speedx = self.speedx * -1


Again this does work for bouncing off the top/mid/botwalls but it will not bounce of the player.







python pygame collision






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Nov 20 '18 at 23:31









martineau

67.1k1089180




67.1k1089180










asked Nov 20 '18 at 23:16









KirkuleseKirkulese

1




1













  • The self.x + self.radius == player.x + player.width portion of the logical expression will only be True when the two calculated values are exactly equal, which I think is at least part of the problem. You probably need to just check for whether it's close to being equal.

    – martineau
    Nov 20 '18 at 23:35





















  • The self.x + self.radius == player.x + player.width portion of the logical expression will only be True when the two calculated values are exactly equal, which I think is at least part of the problem. You probably need to just check for whether it's close to being equal.

    – martineau
    Nov 20 '18 at 23:35



















The self.x + self.radius == player.x + player.width portion of the logical expression will only be True when the two calculated values are exactly equal, which I think is at least part of the problem. You probably need to just check for whether it's close to being equal.

– martineau
Nov 20 '18 at 23:35







The self.x + self.radius == player.x + player.width portion of the logical expression will only be True when the two calculated values are exactly equal, which I think is at least part of the problem. You probably need to just check for whether it's close to being equal.

– martineau
Nov 20 '18 at 23:35














0






active

oldest

votes











Your Answer






StackExchange.ifUsing("editor", function () {
StackExchange.using("externalEditor", function () {
StackExchange.using("snippets", function () {
StackExchange.snippets.init();
});
});
}, "code-snippets");

StackExchange.ready(function() {
var channelOptions = {
tags: "".split(" "),
id: "1"
};
initTagRenderer("".split(" "), "".split(" "), channelOptions);

StackExchange.using("externalEditor", function() {
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled) {
StackExchange.using("snippets", function() {
createEditor();
});
}
else {
createEditor();
}
});

function createEditor() {
StackExchange.prepareEditor({
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: true,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: 10,
bindNavPrevention: true,
postfix: "",
imageUploader: {
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
},
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
});


}
});














draft saved

draft discarded


















StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53403056%2fcollision-issues-in-pygame-why-does-it-work-for-static-objects-but-not-moving-o%23new-answer', 'question_page');
}
);

Post as a guest















Required, but never shown

























0






active

oldest

votes








0






active

oldest

votes









active

oldest

votes






active

oldest

votes
















draft saved

draft discarded




















































Thanks for contributing an answer to Stack Overflow!


  • Please be sure to answer the question. Provide details and share your research!

But avoid



  • Asking for help, clarification, or responding to other answers.

  • Making statements based on opinion; back them up with references or personal experience.


To learn more, see our tips on writing great answers.




draft saved


draft discarded














StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53403056%2fcollision-issues-in-pygame-why-does-it-work-for-static-objects-but-not-moving-o%23new-answer', 'question_page');
}
);

Post as a guest















Required, but never shown





















































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown

































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown







Popular posts from this blog

MongoDB - Not Authorized To Execute Command

How to fix TextFormField cause rebuild widget in Flutter

Npm cannot find a required file even through it is in the searched directory