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So far i have mare a platformer game with very simple collision detection. unfortunately the collision detection is so simple that when i jump onto block in the air i can get stuck in the middle of them. I have tried more complex ways of collision detection too. I have commented it out because if i use it i go right through the platform. My target is for my sprite to be able to detec all points of the platform. if i hit the platform from the side i want the collision to push me back off. If i jump on it then i wont fall thought. I've been really struggling with this because im a python noob Any help?

class Player(pygame.sprite.Sprite):
def __init__(self,x,y,width = 65, height = 35):
    pygame.sprite.Sprite.__init__(self)
    self.x = x
    self.y = y
    self.hspeed,self.vspeed = 0,0

    self.images=[]
    r0 = pygame.image.load("Images\Player\i1.png")
    r1 = pygame.image.load("Images\Player\i2.png")
    r2 = pygame.image.load("Images\Player\i3.png")
    r3 = pygame.image.load("Images\Player\i4.png")
    self.hurt = pygame.image.load("Images\Player\Hurt.png")
    self.images.append(r0)
    self.images.append(r1)
    self.images.append(r2)
    self.images.append(r3)

    self.rotatedimages = []
    rr0 = pygame.transform.flip(r0 ,True, False)
    rr1 = pygame.transform.flip(r1 ,True, False)
    rr2 = pygame.transform.flip(r2 ,True, False)
    rr3 = pygame.transform.flip(r3 ,True, False)
    self.rotatedimages.append(rr0)
    self.rotatedimages.append(rr1)
    self.rotatedimages.append(rr2)
    self.rotatedimages.append(rr3)

    self.gravity = 0.25
    self.index = 0
    self.image = self.images[self.index]
    self.rect = pygame.Rect(self.x,self.y,width,height)

    self.TimeNum=0
    self.TimeTarget=10
    self.Timer = 0
    self.collision = False


    def Level1PlatColl(self, BlockListGrass, TrapList, enemygroup, PowerUps):
    PlatformCollision = pygame.sprite.spritecollide(self, BlockListGrass, False )
    #for each_object in PlatformCollision:
        #if self.vspeed > 0:
            #self.rect.bottom = each_object.rect.top

        #if self.vspeed < 0:
            #self.rect.top = each_object.rect.bottom
        #self.vspeed = 0

    if PlatformCollision:
        self.vspeed = 0

    if not PlatformCollision:
        self.vspeed -= self.gravity
    self.rect.y -= self.vspeed




    def Jump(self):
    key = pygame.key.get_pressed()

    if key[pygame.K_UP]:
        self.vspeed = 8
        self.rect.y -= self.vspeed
furas
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Jim
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