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I am making a basketball game where a ball is shot and when it hits a moving hoop it scores a point. I have to do it using the object oriented programming style, but I am having trouble creating a collision statement to detect when the ball is touching the hoop. The collision statement I am trying to create is in the Ball class under the hoop_collisions function. hit_hoop = pygame.sprite.spritecollide(self, hoops, False) As far as I am aware, the sprite collide thing doesn't work unless it has a sprite group as the second parameter. The problem I am having is that my hoops (basketball hoop) sprite group is defined in the main file. hoops = pygame.sprite.Group() hoop = Hoop(250, 10) hoops.add(hoop) I can't call the sprite group because the Ball class as well as the rest of the class files are being imported into the main file, and I can't import it back because it creates an error. I have tried moving the collision statement to other files but I always end up with things not being able to be defined in that file, and end up in a loop. I am fairly new to python and coding in general so any help would be appreciated.

    import os
    import math
    import pygame

    class Hoop(pygame.sprite.Sprite):
        def __init__(self, x, y):
            super().__init__()
            image_location = os.path.join("assets", "unnamed (1).png")
            self.image = pygame.image.load(image_location).convert_alpha()
            self.size = self.image.get_size()
            self.image = pygame.transform.scale(self.image, (240, 200))
            self.rect = self.image.get_rect()
            self.rect.x = x
            self.rect.y = y
            self.x_speed = 2

        def move(self, x_change):
            self.rect.x += x_change

        def wall_bounce(self):
            if self.rect.right >= 700 or self.rect.left <= -50:
                self.x_speed *= -1

        def update(self):
            self.move(self.x_speed)
            self.wall_bounce()

   import os
   import math
   import pygame
   from boundary import Hoop

   class Ball(pygame.sprite.Sprite):
       def __init__(self, x, y, x_speed, y_speed):

            super().__init__()
            image_location = os.path.join("assets", "unnamed.png")
            self.image = pygame.image.load(image_location).convert_alpha()
            self.size = self.image.get_size()
            self.image = pygame.transform.scale(self.image, (75, 60))
            self.rect = self.image.get_rect()
            self.rect.x = x
            self.rect.y = y
            self.x_speed = y_speed
            self.y_speed = x_speed
            score_count = 0

        def move(self, x_change, y_change):
            self.rect.x += x_change
           self.rect.y += y_change

        def wall_collide(self):
            if self.rect.right >= 650 or self.rect.left <= 0:
                # 650 is the screen width
                self.x_speed *= -1
            elif self.rect.bottom >= 1000:
                # 1000 is the screen height
                self.kill()

        def gravity(self):
            gravity = 0.95
            self.y_speed += gravity

        def hoop_collisions(self):
            hit_hoop = pygame.sprite.spritecollide(self, hoops, False)
            if hit_hoop:
                score_count += 1
                self.kill()


        def update(self):
            self.move(self.x_speed, self.y_speed)
            self.gravity()
            self.wall_collide()
            self.hoop_collisions()

    import os
    import math
    import pygame
    import time
    from ball import Ball
    from boundary import Hoop

    class Cannon(pygame.sprite.Sprite):
        def __init__(self, x, y):
            super().__init__()
            image_location = os.path.join("assets", "unnamed (2).png")
            self.image = pygame.image.load(image_location).convert_alpha()
            self.image = pygame.transform.scale(self.image, (200, 200))
            self.original_image = self.image
            self.rect = self.image.get_rect()
            self.position = (325, 900)
            self.balls = pygame.sprite.Group()
            self.rect.x = x
            self.rect.y = y

        def rotate(self):
            self.mouse_x, self.mouse_y = pygame.mouse.get_pos()
            self.rel_x, self.rel_y = self.mouse_x - self.rect.centerx, self.mouse_y - self.rect.centery
            self.angle = math.atan2(-self.rel_y, self.rel_x) + 1.57
            self.angle2 = (180 / math.pi) * -math.atan2(self.rel_y, self.rel_x) - 90
            self.image = pygame.transform.rotate(self.original_image, int(self.angle2))
            self.rect = self.image.get_rect(center = self.position)

        def create_new_ball(self):
            new_ball = Ball(self.rect.centerx, self.rect.centery, (40 * math.cos(self.angle)), (40 * math.sin(self.angle)))
            self.balls.add(new_ball)
            time.sleep(0.1)

       def update(self):
           self.rotate()
           self.balls.update()

    import sys
    import os
    import pygame

    from ball import Ball
    from boundary import Hoop
    from level import Level
    from cannon import Cannon
    """
    SETUP section - preparing everything before the main loop runs
    """
    pygame.init()

    # Global constants
    SCREEN_WIDTH = 650
    SCREEN_HEIGHT = 1000
    FRAME_RATE = 30

    # Useful colors
    BLACK = (0, 0, 0)
    GREEN = (40, 147, 43)
    WHITE = (255, 255, 255)

    # Creating the screen and the clock
    screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
    screen.set_alpha(0)  # Make alpha bits transparent
    clock = pygame.time.Clock()

    # Hoops sprite group
    hoops = pygame.sprite.Group()
    hoop = Hoop(250, 10)
    hoops.add(hoop)

    # cannon sprite group and position
    cannons = pygame.sprite.Group()
    cannon = Cannon(230, 795)
    cannons.add(cannon)


    run = True

    while run:
        """
        EVENTS section
        """
        for event in pygame.event.get():
            if event.type == pygame.QUIT: 
                run = False
                pygame.quit()
                sys.exit()


        # Keyboard events
        keys_pressed = pygame.key.get_pressed()
        if keys_pressed[pygame.K_UP] or keys_pressed[pygame.K_w]:
            pass
        if keys_pressed[pygame.K_LEFT] or keys_pressed[pygame.K_a]:
            pass
        if keys_pressed[pygame.K_RIGHT] or keys_pressed[pygame.K_d]:
            pass
        if keys_pressed[pygame.K_DOWN] or keys_pressed[pygame.K_s]:
            pass
        if keys_pressed[pygame.K_SPACE]:
            cannon.create_new_ball()


        """
        UPDATE section
        """

        cannon.balls.update()
        hoops.update()
        cannons.update()

        """
        DRAW section
        """
        screen.fill(GREEN) 

        cannon.balls.draw(screen)

        hoops.draw(screen)

        cannons.draw(screen)

        pygame.display.flip(
        )
        clock.tick(
            FRAME_RATE
        )

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