I recommend to test the collision with bit masks. See How can I made a collision mask? and the documentation of pygame.sprite.collide_mask()
:
Collision detection between two sprites, using masks.
collide_mask(SpriteLeft, SpriteRight) -> point
Tests for collision between two sprites, by testing if their bitmasks overlap. If the sprites have a "mask" attribute, that is used as the mask, otherwise a mask is created from the sprite image. Intended to be passed as a collided callback function to the *collide functions. Sprites must have a "rect" and an optional "mask" attribute.
All you have to do is add a mask
attribute to the Sprites classes. Use pygame.mask.from_surface
to creates a Mask from the given Surface:
class Line(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([400, 400])
self.image.set_colorkey((0, 0, 0))
self.rect = self.image.get_rect()
self.rect.x = 0
self.rect.y = 0
pygame.draw.line(screen, (0, 0, 255), (0, 0 ), (400, 400), 2)
self.mask = pygame.mask.from_surface(self.image)
Use pygame.sprite.collide_mask()
to detect the collision between 2 Sprites with a Mask:
class SpriteObject(pygame.sprite.Sprite):
def __init__(self, x, y, image):
super().__init__()
self.image = image
self.rect = self.image.get_rect(center = (x, y))
self.mask = pygame.mask.from_surface(self.image)
other_sprite = SpriteObject(0, 0, sprite_image)
line_sprite = Line(*window.get_rect().center)
if pygame.sprite.collide_mask(line_sprite, other_sprite):
print("hit")
See also Sprite mask
Minimal example:

import math
import pygame
class SpriteObject(pygame.sprite.Sprite):
def __init__(self, x, y, image):
super().__init__()
self.image = image
self.rect = self.image.get_rect(center = (x, y))
self.mask = pygame.mask.from_surface(self.image)
def update(self):
self.rect.center = pygame.mouse.get_pos()
class Line(pygame.sprite.Sprite):
def __init__(self, x, y):
super().__init__()
self.image = pygame.Surface((200, 200))
self.image.set_colorkey((0, 0, 0))
self.rect = self.image.get_rect(center = (x, y))
self.angle = 0
def update(self):
vec = round(math.cos(self.angle * math.pi / 180) * 100), round(math.sin(self.angle * math.pi / 180) * 100)
self.angle = (self.angle + 1) % 360
self.image.fill(0)
pygame.draw.line(self.image, (255, 255, 0), (100 - vec[0], 100 - vec[1]), (100 + vec[0], 100 + vec[1]), 5)
self.mask = pygame.mask.from_surface(self.image)
pygame.init()
window = pygame.display.set_mode((500, 500))
clock = pygame.time.Clock()
sprite_image = pygame.image.load('AirPlane.png').convert_alpha()
moving_object = SpriteObject(0, 0, sprite_image)
line_object = Line(*window.get_rect().center)
all_sprites = pygame.sprite.Group([moving_object, line_object])
red = 0
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
all_sprites.update()
if pygame.sprite.collide_mask(moving_object, line_object):
red = min(255, red+4)
else:
red = 0
window.fill((red, 0, 0))
all_sprites.draw(window)
pygame.display.flip()
pygame.quit()
exit()