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I want to make a script in pygame where two balls fly towards each other and when they collide they should bounce off from each other but I don't know how to do this so can you help me?

Rabbid76
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UdayanS
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    Please post the code you currently have – Mike67 Jul 29 '20 at 02:40
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    Does this answer your question? [Pygame circle collision?](https://stackoverflow.com/questions/27642234/pygame-circle-collision) – AutMai Jul 29 '20 at 08:24
  • [duplicate] https://stackoverflow.com/questions/27642234/pygame-circle-collision – AutMai Jul 29 '20 at 08:24
  • to compute the redirection after collision (bounce effect) you should check some tutorials that will explain visually how this works. Just found out this one: https://www.youtube.com/watch?v=nlwtgvZCz0k which seems to be short and clear. It's not python but the concepts will be the same – Apolo Jul 29 '20 at 12:49
  • also, you might want to check this community which is more about game dev: https://gamedev.stackexchange.com/ – Apolo Jul 29 '20 at 12:50

2 Answers2

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To detect if 2 circles (respectively balls) are colliding, you've to test, if the Euclidean distance between the circles center points is less than the sum of the radii. I recommend to use pygame.math.Vector2 / distance_to() for the computation.
In the following the 1 circle is defined by the center point (x1, y1) and the radius r1. The 2nd circle is defined by (x2, y2) and r2:

v1 = pygame.math.Vector2(x1, y1)
v2 = pygame.math.Vector2(x2, y2)
if v1.distance_to(v2) < r1 + r2:
    print("hit")

If you want to make the circles bounce, you have to reflect the motion vector of the circle at the normal vector of the intersection like a billiard ball. Use pygame.math.Vector2 / reflect_ip() or reflect() to compute the new direction of the circle.
The movements of the circles are given by (mx1, my1) and (mx2, my2):

nv = v2 - v1
m1 = pygame.math.Vector2(mx1, my1).reflect(nv)
m2 = pygame.math.Vector2(mx2, my2).reflect(nv)
mx1, my1 = m1.x, m1.y
mx2, my2 = m2.x, m2.y

Minimal example: repl.it/@Rabbid76/PyGame-CirclesBounceOff

import pygame

pygame.init()

width, height = 400, 400
window = pygame.display.set_mode((width, height))
clock = pygame.time.Clock()

x1, y1, r1, mx1, my1 = 200, 200, 50, 2, 0.5
x2, y2, r2, mx2, my2 = 300, 200, 50, -1, -1.5

def move(c, v, r, m):
    c += v
    if c < r: c, v = r, -v
    if c > m-r: c, v = m-r, -v   
    return c, v

hit_count = 0
run = True
while run:
    clock.tick(60)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False

    x1, mx1 = move(x1, mx1, r1, width)
    y1, my1 = move(y1, my1, r1, height)
    x2, mx2 = move(x2, mx2, r2, width)
    y2, my2 = move(y2, my2, r2, height)

    v1 = pygame.math.Vector2(x1, y1)
    v2 = pygame.math.Vector2(x2, y2)
    if v1.distance_to(v2) < r1 + r2 - 2:
        hit_count += 1
        print("hit:", hit_count)

        nv = v2 - v1
        m1 = pygame.math.Vector2(mx1, my1).reflect(nv)
        m2 = pygame.math.Vector2(mx2, my2).reflect(nv)
        mx1, my1 = m1.x, m1.y
        mx2, my2 = m2.x, m2.y

    window.fill((127, 127, 127))
    pygame.draw.circle(window, (255, 0, 0), (round(x1), round(y1)), r1, 4)
    pygame.draw.circle(window, (0, 0, 255), (round(x2), round(y2)), r2, 4)
    pygame.display.flip()
Rabbid76
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0

Its pretty easy you just check if the x coordinate is in the same spot as the other x coordinate. For example if you had one of the x coordinated called x, and another one called i(there are 2 x coordinates for both of the balls) then you could just say if oh and before I say anything esle this example is fi your pygame window is a 500,500. You could say if x == 250: x -= 15. And the other way around for i. If i == 250: i += 15. Ther you go!. Obviously there are a few changes you have to do, but this is the basic code, and I think you would understand this

Ravishankar D
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