How would I prevent two masks from overlapping each other when a collision is detected? I know how to detect mask collisions but I can't wrap my head around actually preventing them from colliding. I'm pretty sure the solution has to do something with mask.overlap_area
, but when I try using the code provided, It doesn't seem to work at all:
example gif (the blue dot is [dx, dy] )
import pygame
import sprites
SCREEN_HEIGHT, SCREEN_WIDTH = 800, 800
running = True
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
clock = pygame.time.Clock()
player = sprites.Block((100, 100))
block2 = sprites.Block((100, 100))
blocks = pygame.sprite.Group(block2)
block2.rect.topleft = 150, 150
while running:
events = pygame.event.get()
screen.fill((100, 100, 100))
for event in events:
if event.type == pygame.QUIT:
running = False
player.move(screen.get_rect())
screen.blit(player.image, player.rect)
for block in blocks:
offset = (player.rect.x - block.rect.x, player.rect.y - block.rect.y)
dx = player.mask.overlap_area(block.mask, (offset[0] + 1, offset[1])) - \
player.mask.overlap_area(block.mask, (offset[0] - 1, offset[1]))
dy = player.mask.overlap_area(block.mask, (offset[0], offset[1] + 1)) - \
player.mask.overlap_area(block.mask, (offset[0], offset[1] - 1))
screen.blit(block.image, block.rect)
print(dx, dy)
pygame.draw.circle(screen, (0, 0, 255), (dx + block.rect.x, dy + block.rect.y), 5)
clock.tick(144)
pygame.display.flip()
Do I just have the wrong idea?