I'm been working on a simple Pygame project that involves simulating motion sensor lights in open areas, and have created multiple instances of delivery riders, smokers and civilians. When users are within a certain distance, the lights on the ground would light up. The problem I faced was, when objects came into collision with the drivers, colliderect did not trigger at all (tested with print statements). Ideally all the civilians should collide and reflect off one another except the driver and smokers.
Here is a recording of my virtual prototype: LUmen Simulator
Display setup and distance function
screen = width,height = 800,600
fps = 60
cellsize = 50
padding = 40 # create identations from the window
rows = cols = (width - 50) // cellsize
print(rows, cols)
def euclid_dist(mX, mY, x, y): # distance to grid
dist = math.sqrt((mX - x)**2 + (mY - y)**2)
if dist <= 80:
return True
else:
return False
Instantiation of objects
class Cell_1: # sample of user object
def __init__(self):
self.x = random.randrange(20, width-20) #x position
self.y = random.randrange(20, height-20) #y position
self.x_speed = 2
self.y_speed = 2
self.image = char # pre-loaded img
self.image = pygame.transform.scale(self.image, (cellsize, cellsize+20))
self.rect = pygame.Surface.get_rect(self.image, center= (self.x, self.y))
def wander(self):
self.x += self.x_speed
self.y += self.y_speed
if self.x <= 30 or self.x >= width - 30:
self.x_speed *= -1
elif self.y <= 30 or self.y >= height - 30:
self.y_speed *= -1
def draw(self):
surface.blit(self.image, (self.x, self.y))
class Cell_2:
def __init__(self):
self.x = random.randrange(20, width-20) #x position
self.y = random.randrange(20, height-20) #y position
self.x_speed = 2
self.y_speed = 2
self.image = char # pre-loaded img
self.image = pygame.transform.scale(self.image, (cellsize, cellsize+20))
self.rect = pygame.Surface.get_rect(self.image, center= (self.x, self.y))
def wander(self):
self.x += self.x_speed
self.y += self.y_speed
if self.x <= 30 or self.x >= width - 30:
self.x_speed *= -1
elif self.y <= 30 or self.y >= height - 30:
self.y_speed *= -1
def draw(self):
surface.blit(self.image, (self.x, self.y))
class Driver:
# make driving linear
def __init__(self):
self.x = random.randrange(20, width-20) #x position
self.y = height - 20 #bottom of screen
self.y_speed = 12
self.x_speed = 12
self.image = char3
self.image = pygame.transform.scale(self.image, (cellsize+20, cellsize+20))
self.rect = pygame.Surface.get_rect(self.image, center = (self.x, self.y))
def wander(self):
if self.y <= 20: # height
self.y = height
self.x = random.randrange(20, width-20)
else:
self.y -= self.y_speed
def draw(self):
surface.blit(self.image, (self.x, self.y))
rects = []
cells_1 = []
for i in range(2):
cell = Cell_1()
cells_1.append(cell)
rects.append(cell) # for collision detection
cells_2 = []
for i in range(2):
cell = Cell_2()
cells_2.append(cell)
rects.append(cell)
driver = Driver()
Running the game
while running:
warm_col = (255, random.randint(0, 255), 0)
surface.fill(black)
for event in pygame.event.get():
if event.type == pygame.QUIT:
# upon closing the window with mouse
running = False
driver.wander()
driver.draw()
for npc in cells_1:
npc.wander()
npc.draw()
for npc in cells_2:
npc.wander()
npc.draw()
for rectangle in rects:
if (rectangle.rect.colliderect(driver.rect)):
rectangle.x_speed *= -1
rectangle.y_speed *= -1
(mX, mY) = pygame.mouse.get_pos()
char1 = pygame.transform.scale(char1, (cellsize-10, cellsize+20))
surface.blit(char1, (mX, mY))
for row in range(rows):
for col in range(cols):
for i in rects:
x = col * cellsize + padding
y = row * cellsize + padding
within_dist = euclid_dist(mX, mY, x, y)
npc_within = euclid_dist(i.x, i.y, x, y)
if within_dist == True or npc_within == True:
pygame.draw.circle(surface, warm_col, (x,y), 3)
for row in range(rows):
for col in range(cols):
for i in cells_1:
x = col * cellsize + padding
y = row * cellsize + padding
within_dist = euclid_dist(mX, mY, x, y)
npc_within = euclid_dist(i.x, i.y, x, y)
if within_dist == True or npc_within == True:
pygame.draw.circle(surface, warm_col, (x,y), 3)
for row in range(rows):
for col in range(cols):
for i in cells_2:
x = col * cellsize + padding
y = row * cellsize + padding
within_dist = euclid_dist(mX, mY, x, y)
npc_within = euclid_dist(i.x, i.y, x, y)
if within_dist == True or npc_within == True:
pygame.draw.circle(surface, warm_col, (x,y), 3)
for row in range(rows):
for col in range(cols):
x = col * cellsize + padding
y = row * cellsize + padding
within_dist = euclid_dist(mX, mY, x, y)
npc_within = euclid_dist(driver.x, driver.y, x, y)
if within_dist == True or npc_within == True:
pygame.draw.circle(surface, warm_col, (x,y), 3)
pygame.display.update()
pygame.time.Clock().tick(fps)
pygame.mouse.set_visible(False)
pygame.quit()
I have tried euclidean distance but it only worked for the edges of the display (gif) I also tried implementing colliderect logic here https://youtu.be/1_H7InPMjaY, but to no avail
May I know if there is a more efficient way to go about this? I was thinking of using sprites instead of blit, but not sure if it would be any different. Also, I'm new to Pygame, so any help or suggestions would be appreciated!
You have to update the position of the rectangle before the collision test:
driver.rect.x = round(self.y)
driver.rect.y = round(self.y)
for rectangle in rects:
rectangle.rect.x = round(rectangle.x)
rectangle.rect.y = round(rectangle.y)
if rectangle.rect.colliderect(driver.rect):
rectangle.x_speed *= -1
rectangle.y_speed *= -1