I am currently trying to create a pong game but for some reason, the ball would not bounce off of the rectangles and I am not sure where I have made a mistake even though I followed a video about rectangle collision online. Please let me know where I made a mistake and how I can improve my code. Thanks!
import pygame, sys, random, time
from pygame.time import Clock
pygame.init()
#colours
black = ( 0, 0, 0)
white = ( 255, 255, 255)
green = ( 0, 255, 0)
red = ( 255, 0, 0)
# Display
screen_width = 1000
screen_height = 600
screen = pygame.display.set_mode((screen_width, screen_height))
pygame.display.set_caption("2-player Pong")
# Rectangles
class Rectangle():
def __init__(self, screen, x):
self.screen = screen
self.screen_rect= screen.get_rect()
self.x = x
self.y = 250
self.width = 30
self.height = 100
self.rect = pygame.Rect(self.x, self.y, self.width, self.height)
self.colour = black
self.velocity = 5
def draw_rectangle(self):
pygame.draw.rect(self.screen, self.colour, self.rect)
rect1 = Rectangle(screen, 50)
rect2 = Rectangle(screen, 920)
class Ball():
def __init__(self, colour):
self.screen = screen
self.colour = colour
self.width = 20
self.height = 20
self.x = screen_width//2 - 25
self.y = screen_height//2 - 25
self.rect = pygame.Rect(self.x, self.y, self.width, self.height)
self.possible_velocities_x = [-4, 4]
self.possible_velocities_y = [-2, 2]
self.velocity = [random.choice(self.possible_velocities_x), random.choice(self.possible_velocities_y)]
def draw_ball(self):
pygame.draw.rect(self.screen, self.colour, self.rect)
def move_ball(self):
global rect1, rect2
self.rect.x += self.velocity[0]
self.rect.y += self.velocity[1]
# Collision with Screen
if self.rect.top <= 10 or self.rect.bottom >= screen_height - 10:
self.velocity[1] *= -1
# Collision with Rectangles
if self.rect.colliderect(rect1) or self.rect.colliderect(rect2):
if self.rect.left - rect1.rect.right == 0:
self.possible_velocities_x *= -1
if self.rect.right - rect2.rect.left == 0:
self.possible_velocities_x *= -1
clock = pygame.time.Clock()
ball = Ball(white)
pong = True
while pong:
pygame.time.delay(10)
clock.tick(100)
# Watch for keyboard and mouse events.
for event in pygame.event.get():
if event.type == pygame.QUIT:
pong = False
keys = pygame.key.get_pressed()
if keys[pygame.K_UP] and rect2.rect.y >= 0:
rect2.rect.y -= rect2.velocity
if keys[pygame.K_DOWN] and rect2.rect.y <= 600 - rect2.rect.height:
rect2.rect.y += rect2.velocity
if keys[pygame.K_w] and rect1.rect.y >= 0:
rect1.rect.y -= rect1.velocity
if keys[pygame.K_s] and rect1.rect.y <= 600 - rect1.rect.height:
rect1.rect.y += rect1.velocity
screen.fill(green)
rect1.draw_rectangle()
rect2.draw_rectangle()
ball.draw_ball()
ball.move_ball()
# pygame.draw.rect(screen, black, (rect_x2, rect_y2, rect_width2, rect_height2))
pygame.display.update() # Make the most recently drawn screen visible.
pygame.quit()
You must change self.velocity[0]
when the ball touches the paddle. Since the movement of the ball is more than 1 pixel per frame, the ball does not exactly touch the paddle. This mans the condition self.rect.left - rect1.rect.right == 0
and self.rect.right - rect2.rect.left == 0
will not be fulfilled. If the movement in x direction is negative, the new movement needs to be positive (abs(self.velocity[0])
). If the movement in x direction is positive, the new movement needs to be negative (-abs(self.velocity[0])
):
class Ball():
# [...]
def move_ball(self):
self.rect.x += self.velocity[0]
self.rect.y += self.velocity[1]
# Collision with Screen
if self.rect.top <= 10 or self.rect.bottom >= screen_height - 10:
self.velocity[1] *= -1
# Collision with Rectangles
if self.rect.colliderect(rect1) or self.rect.colliderect(rect2):
if self.velocity[0] < 0:
self.velocity[0] = abs(self.velocity[0])
else:
self.velocity[0] = -abs(self.velocity[0])
See also Sometimes the ball doesn't bounce off the paddle in pong game