I'm having trouble trying to figure mask collision detection between sprite classes in python3. I don't have much knowledge on pygame, as it's my first project using it. any suggestions on how i could detect collisions would be much appreciated. There seems to be a problem with the Racecar class, as it only seems to blit in the top left corner of the display at (0,0). I've tried a few collision methods however i can't seem to get any of them to work
import pygame
from pygame.math import Vector2
from math import radians, tan, degrees, copysign
pygame.init()
width = 1920
height = 900
hWidth = width/2
hHeight = height/2
SURFACE = pygame.HWSURFACE | pygame.DOUBLEBUF
global screen
screen = pygame.display.set_mode((width, height), SURFACE)
time = pygame.time.Clock()
clock = pygame.time.Clock()
white = (255,255,255)
grey = (105,105,105)
class Race_car(pygame.sprite.Sprite):
def __init__(self, car_image, x, y):
pygame.sprite.Sprite.__init__(self)
self.x = x
self.y = y
self.pos = Vector2(x, y)
self.velocity = Vector2(0.0, 0.0)
self.angle = 0.0
self.length = 4
self.maxAcceleration = 10
self.maxSteering = 50
self.maxVelocity = 17
self.brakeDeceleration = 20
self.freeDeceleration = 6
self.acceleration = 0.0
self.steering = 0.0
self.dt = clock.get_time() / 1000
self.image = pygame.image.load(car_image).convert_alpha()
self.mask = pygame.mask.from_surface(self.image)
self.rotated = pygame.transform.rotate(self.image, self.angle)
self.rect = self.rotated.get_rect()
def update(self):
self.dt = clock.get_time() / 1000
self.velocity += (self.acceleration * self.dt, 0)
self.velocity.x = max(-self.maxVelocity, min(self.velocity.x, self.maxVelocity))
if self.steering:
turningRadius = self.length / tan(radians(self.steering))
angular_velocity = self.velocity.x / turningRadius
else:
angular_velocity = 0
self.pos += self.velocity.rotate(-self.angle) * self.dt
self.angle += degrees(angular_velocity) * self.dt
self.rect = self.rotated.get_rect()
self.rotated = pygame.transform.rotate(self.image, self.angle)
screen.blit(self.rotated, self.pos * 32 - (self.rect.width / 2, self.rect.height / 2))
pressed = pygame.key.get_pressed()
if pressed[pygame.K_UP]:
if self.velocity.x < 0:
self.acceleration = +self.brakeDeceleration
self.acceleration += 400 * self.dt
elif pressed[pygame.KEYDOWN]:
if self.velocity.x < 0:
self.acceleration = -self.brakeDeceleration
else:
self.acceleration -= 5 * self.dt
elif pressed[pygame.K_SPACE]:
if abs(self.velocity.x) > self.dt * self.brakeDeceleration:
self.acceleration = -copysign(self.brakeDeceleration, self.velocity.x)
else:
self.acceleration = -self.velocity.x / self.dt
else:
if abs(self.velocity.x) > self.dt * self.freeDeceleration:
self.acceleration = -copysign(self.freeDeceleration, self.velocity.x)
else:
if self.dt != 0:
self.acceleration = -self.velocity.x / self.dt
self.acceleration = max(-self.maxAcceleration, min(self.acceleration, self.maxAcceleration))
if pressed[pygame.K_RIGHT]:
self.steering -= 400 * self.dt
elif pressed[pygame.K_LEFT]:
self.steering += 400 * self.dt
else:
self.steering = 0
self.steering = max(-self.maxSteering, min(self.steering, self.maxSteering))
class Finish_Line(pygame.sprite.Sprite):
def __init__(self, finish_image):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(finish_image).convert_alpha()
self.mask = pygame.mask.from_surface(self.image)
self.rect = self.image.get_rect(topleft=(1190, 803))
def update(self):
screen.blit(self.image, self.rect)
class Racetrack(pygame.sprite.Sprite):
def __init__(self, track_image):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(track_image).convert_alpha()
self.mask = pygame.mask.from_surface(self.image)
self.rect = self.image.get_rect(topleft=(0,0))
def update(self):
screen.blit(self.image, self.rect)
finish = Finish_Line('FinishSt.jpg')
car = Race_car("F1 Car1.png", 32.6, 26.3)
track = Racetrack('pixil mask.png')
sprite_group = pygame.sprite.Group() # All sprites for updating and drawing
sprite_group.add(track)
sprite_group.add(finish)
sprite_group.add(car)
car_group = pygame.sprite.GroupSingle(car)
markings = pygame.image.load('markings (1).png')
class Game: # initialize game class
def __init__(self):
pygame.display.set_caption("2D Racer")
self.running = True
def run(self):
while self.running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.running = False
if pygame.sprite.spritecollide(track, car_group, False, collided=pygame.sprite.collide_mask):
print('collision')
sprite_group.update()
screen.fill(grey)
sprite_group.draw(screen)
screen.blit(markings, (974, 812))
pygame.display.update()
clock.tick(60)
pygame.quit()
g = Game()
if __name__ == '__main__':
game = Game()
g.run()