Pygame collision handling












0















I made a 2D platformer game with pygame. I am struggling to figure out how to determine the direction an object is moving in.



For example: say the player is coming from above since his y velocity is greater than zero, then the problems are that his gravitation is acting on him constantly; this means that if he comes from the left side, his y velocity is greater than zero (so this if statement will get triggered even though I want the left-side-if statement to get triggered).



The source code for this is the following: `



if self.hits:
for platform in self.hits:

if self.player.vel.y > 0:
self.player.rect.y = platform.rect.top
self.player.vel.y = 0

if self.player.vel.y < 0:
self.player.rect.top = platform.rect.bottom
self.player.vel.y = 0

if self.player.vel.x > 0:
self.player.rect.right = platform.rect.left

if self.player.vel.y < 0:
self.player.rect.left = platform.rect.right


That is why I created some limitations for the recognition of each four directions: `



if self.hits:
for platform in self.hits:

if self.player.rect.bottom >= (platform.rect.top) and self.player.rect.bottom <= (platform.rect.top + 16)
and (self.player.rect.centerx + 13) >= platform.rect.left and (self.player.rect.centerx - 13) <= platform.rect.right:
self.player.pos_bottom.y = platform.rect.top
self.player.vel.y = 0

elif self.player.rect.top <= (platform.rect.bottom) and self.player.rect.top >= (platform.rect.bottom - 16)
and (self.player.rect.centerx + 13) >= platform.rect.left and (self.player.rect.centerx - 13) <= platform.rect.right:
self.player.rect.top = platform.rect.bottom
self.player.vel.y = 0

elif self.player.rect.right >= (platform.rect.left) and self.player.rect.right <= (platform.rect.right + 10) and self.player.vel.x >= 0
and self.player.rect.centery >= platform.rect.top and self.player.rect.centery <= platform.rect.bottom:
self.player.rect.right = platform.rect.left
self.player.vel.x = 0

elif self.player.rect.left <= (platform.rect.right) and self.player.rect.left >= (platform.rect.right - 10) and self.player.vel.x <= 0
and self.player.rect.centery >= platform.rect.top and self.player.rect.centery <= platform.rect.bottom:
self.player.rect.left = platform.rect.right
self.player.vel.x = 0`


This code limitates the zone in which the players direction is getting recognized, but brings a lot of bugs with it and is also really ugly.










share|improve this question

























  • Take a look at this question/answer. See how the collision detection is done in two steps: first for the x axis, then the y axis. This works quite well.

    – sloth
    Nov 13 '18 at 6:41











  • thank you that really helped me

    – Che Guevara
    Nov 13 '18 at 12:14
















0















I made a 2D platformer game with pygame. I am struggling to figure out how to determine the direction an object is moving in.



For example: say the player is coming from above since his y velocity is greater than zero, then the problems are that his gravitation is acting on him constantly; this means that if he comes from the left side, his y velocity is greater than zero (so this if statement will get triggered even though I want the left-side-if statement to get triggered).



The source code for this is the following: `



if self.hits:
for platform in self.hits:

if self.player.vel.y > 0:
self.player.rect.y = platform.rect.top
self.player.vel.y = 0

if self.player.vel.y < 0:
self.player.rect.top = platform.rect.bottom
self.player.vel.y = 0

if self.player.vel.x > 0:
self.player.rect.right = platform.rect.left

if self.player.vel.y < 0:
self.player.rect.left = platform.rect.right


That is why I created some limitations for the recognition of each four directions: `



if self.hits:
for platform in self.hits:

if self.player.rect.bottom >= (platform.rect.top) and self.player.rect.bottom <= (platform.rect.top + 16)
and (self.player.rect.centerx + 13) >= platform.rect.left and (self.player.rect.centerx - 13) <= platform.rect.right:
self.player.pos_bottom.y = platform.rect.top
self.player.vel.y = 0

elif self.player.rect.top <= (platform.rect.bottom) and self.player.rect.top >= (platform.rect.bottom - 16)
and (self.player.rect.centerx + 13) >= platform.rect.left and (self.player.rect.centerx - 13) <= platform.rect.right:
self.player.rect.top = platform.rect.bottom
self.player.vel.y = 0

elif self.player.rect.right >= (platform.rect.left) and self.player.rect.right <= (platform.rect.right + 10) and self.player.vel.x >= 0
and self.player.rect.centery >= platform.rect.top and self.player.rect.centery <= platform.rect.bottom:
self.player.rect.right = platform.rect.left
self.player.vel.x = 0

elif self.player.rect.left <= (platform.rect.right) and self.player.rect.left >= (platform.rect.right - 10) and self.player.vel.x <= 0
and self.player.rect.centery >= platform.rect.top and self.player.rect.centery <= platform.rect.bottom:
self.player.rect.left = platform.rect.right
self.player.vel.x = 0`


This code limitates the zone in which the players direction is getting recognized, but brings a lot of bugs with it and is also really ugly.










share|improve this question

























  • Take a look at this question/answer. See how the collision detection is done in two steps: first for the x axis, then the y axis. This works quite well.

    – sloth
    Nov 13 '18 at 6:41











  • thank you that really helped me

    – Che Guevara
    Nov 13 '18 at 12:14














0












0








0








I made a 2D platformer game with pygame. I am struggling to figure out how to determine the direction an object is moving in.



For example: say the player is coming from above since his y velocity is greater than zero, then the problems are that his gravitation is acting on him constantly; this means that if he comes from the left side, his y velocity is greater than zero (so this if statement will get triggered even though I want the left-side-if statement to get triggered).



The source code for this is the following: `



if self.hits:
for platform in self.hits:

if self.player.vel.y > 0:
self.player.rect.y = platform.rect.top
self.player.vel.y = 0

if self.player.vel.y < 0:
self.player.rect.top = platform.rect.bottom
self.player.vel.y = 0

if self.player.vel.x > 0:
self.player.rect.right = platform.rect.left

if self.player.vel.y < 0:
self.player.rect.left = platform.rect.right


That is why I created some limitations for the recognition of each four directions: `



if self.hits:
for platform in self.hits:

if self.player.rect.bottom >= (platform.rect.top) and self.player.rect.bottom <= (platform.rect.top + 16)
and (self.player.rect.centerx + 13) >= platform.rect.left and (self.player.rect.centerx - 13) <= platform.rect.right:
self.player.pos_bottom.y = platform.rect.top
self.player.vel.y = 0

elif self.player.rect.top <= (platform.rect.bottom) and self.player.rect.top >= (platform.rect.bottom - 16)
and (self.player.rect.centerx + 13) >= platform.rect.left and (self.player.rect.centerx - 13) <= platform.rect.right:
self.player.rect.top = platform.rect.bottom
self.player.vel.y = 0

elif self.player.rect.right >= (platform.rect.left) and self.player.rect.right <= (platform.rect.right + 10) and self.player.vel.x >= 0
and self.player.rect.centery >= platform.rect.top and self.player.rect.centery <= platform.rect.bottom:
self.player.rect.right = platform.rect.left
self.player.vel.x = 0

elif self.player.rect.left <= (platform.rect.right) and self.player.rect.left >= (platform.rect.right - 10) and self.player.vel.x <= 0
and self.player.rect.centery >= platform.rect.top and self.player.rect.centery <= platform.rect.bottom:
self.player.rect.left = platform.rect.right
self.player.vel.x = 0`


This code limitates the zone in which the players direction is getting recognized, but brings a lot of bugs with it and is also really ugly.










share|improve this question
















I made a 2D platformer game with pygame. I am struggling to figure out how to determine the direction an object is moving in.



For example: say the player is coming from above since his y velocity is greater than zero, then the problems are that his gravitation is acting on him constantly; this means that if he comes from the left side, his y velocity is greater than zero (so this if statement will get triggered even though I want the left-side-if statement to get triggered).



The source code for this is the following: `



if self.hits:
for platform in self.hits:

if self.player.vel.y > 0:
self.player.rect.y = platform.rect.top
self.player.vel.y = 0

if self.player.vel.y < 0:
self.player.rect.top = platform.rect.bottom
self.player.vel.y = 0

if self.player.vel.x > 0:
self.player.rect.right = platform.rect.left

if self.player.vel.y < 0:
self.player.rect.left = platform.rect.right


That is why I created some limitations for the recognition of each four directions: `



if self.hits:
for platform in self.hits:

if self.player.rect.bottom >= (platform.rect.top) and self.player.rect.bottom <= (platform.rect.top + 16)
and (self.player.rect.centerx + 13) >= platform.rect.left and (self.player.rect.centerx - 13) <= platform.rect.right:
self.player.pos_bottom.y = platform.rect.top
self.player.vel.y = 0

elif self.player.rect.top <= (platform.rect.bottom) and self.player.rect.top >= (platform.rect.bottom - 16)
and (self.player.rect.centerx + 13) >= platform.rect.left and (self.player.rect.centerx - 13) <= platform.rect.right:
self.player.rect.top = platform.rect.bottom
self.player.vel.y = 0

elif self.player.rect.right >= (platform.rect.left) and self.player.rect.right <= (platform.rect.right + 10) and self.player.vel.x >= 0
and self.player.rect.centery >= platform.rect.top and self.player.rect.centery <= platform.rect.bottom:
self.player.rect.right = platform.rect.left
self.player.vel.x = 0

elif self.player.rect.left <= (platform.rect.right) and self.player.rect.left >= (platform.rect.right - 10) and self.player.vel.x <= 0
and self.player.rect.centery >= platform.rect.top and self.player.rect.centery <= platform.rect.bottom:
self.player.rect.left = platform.rect.right
self.player.vel.x = 0`


This code limitates the zone in which the players direction is getting recognized, but brings a lot of bugs with it and is also really ugly.







python pygame 2d collision






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Nov 12 '18 at 22:15









martineau

66.6k989180




66.6k989180










asked Nov 12 '18 at 21:52









Che GuevaraChe Guevara

11




11













  • Take a look at this question/answer. See how the collision detection is done in two steps: first for the x axis, then the y axis. This works quite well.

    – sloth
    Nov 13 '18 at 6:41











  • thank you that really helped me

    – Che Guevara
    Nov 13 '18 at 12:14



















  • Take a look at this question/answer. See how the collision detection is done in two steps: first for the x axis, then the y axis. This works quite well.

    – sloth
    Nov 13 '18 at 6:41











  • thank you that really helped me

    – Che Guevara
    Nov 13 '18 at 12:14

















Take a look at this question/answer. See how the collision detection is done in two steps: first for the x axis, then the y axis. This works quite well.

– sloth
Nov 13 '18 at 6:41





Take a look at this question/answer. See how the collision detection is done in two steps: first for the x axis, then the y axis. This works quite well.

– sloth
Nov 13 '18 at 6:41













thank you that really helped me

– Che Guevara
Nov 13 '18 at 12:14





thank you that really helped me

– Che Guevara
Nov 13 '18 at 12:14












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