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pythonpygamecollision-detection

How do I make collisions between square and circle to trigger a game over in pygame?


I am making a game where there are a bunch of falling circles and the player(the square) needs to avoid them. The problem is I can't find a way to make the circle and player collide to trigger a game over. Is there any way to make the square and circle collide to trigger a game over or that makes the game quit in pygame?

import pygame
from pygame.locals import *
import os
import random
import math
import sys
import time

white = (255,255,255)
blue = (0,0,255)
gravity = 10
size =10
height = 500
width =600
varHeigth = height
ballNum = 5
eBall = []
apGame = pygame.display.set_mode((width, height))
pygame.display.set_caption("AP Project")

clock = pygame.time.Clock()

class Player(object):

  def __init__(self):
    red = (255, 0, 0)
    move_x = 300
    move_y = 400
    self.rect = pygame.draw.rect(apGame,red, (move_x, move_y, 10, 10))
    self.dist = 10

  def handle_keys(self):
    for e in pygame.event.get():
      if e.type == pygame.QUIT:
        pygame.quit();
        exit()
    key = pygame.key.get_pressed()
    if key[pygame.K_LEFT]:
      self.draw_rect(-1, 0)
    elif key[pygame.K_RIGHT]:
      self.draw_rect(1, 0)
    elif key[pygame.K_ESCAPE]:
      pygame.quit();
      exit()
    else:
      self.draw_rect(0, 0)

  def draw_rect(self, x, y):
    red = (255, 0, 0)
    black = (0, 0, 0)
    '''apGame.fill(black)'''
    self.rect = self.rect.move(x * self.dist, y * self.dist);
    pygame.draw.rect(apGame, red , self.rect)
    pygame.display.update()


  def draw(self,surface):
    red = (255, 0, 0)
    move_x = 300
    move_y = 400
    pygame.draw.rect(apGame, red, (move_x, move_y, 10, 10))


move_x = 300
move_y = 400
red = (255, 0, 0)
black = (0, 0, 0)
player = Player()
clock = pygame.time.Clock()
'''apGame.fill(black)'''
player.draw(apGame)
pygame.display.update()

for q in range(ballNum):
  x = random.randrange(0, width)
  y = random.randrange(0, varHeigth)
  eBall.append([x, y])

while True:

  apGame.fill(black)


  for i in range(len(eBall)):

    pygame.draw.circle(apGame, blue, eBall[i], size)

    eBall[i][1] += 5

    if eBall[i][1] > height:

        y = random.randrange(-50, -10)
        eBall[i][1] = y

        x = random.randrange(0, width)
        eBall[i][0] = x

  player.handle_keys()
  pygame.display.flip()
  clock.tick(30)

Solution

  • It is sufficient to use the bounding rectangle of the ball for the collision test. The bound pygame.Rect is returned by pygame.draw.circle(). If 2 rectangles are intersecting can be evaluated by colliderect().

    For instance:

    while True:
      # [...]
    
      for i in range(len(eBall)):
    
        ball_rect = pygame.draw.circle(apGame, blue, eBall[i], size)
    
        if player.rect.colliderect(ball_rect):
            print("hit")
    
        # [...]
    

    If you want to do the collision test in a separate loop, then you have to construct the bounding rectangle of the ball manually:

    while True:
      # [...]
    
      for ball in eBall:
          ball_rect = pygame.Rect(ball[0]-size, ball[1]-size, size*2, size*2)
          if player.rect.colliderect(ball_rect):
              print("hit")