I have extended pygame.Rect
with my Ball
class. When I use nstanceOfBall.colliderect()
(line 66), no errors are thrown, yet it never returns true. Any insight into why colliderect
isn't working for my Ball instances?
import sys, pygame
import os
import ball
import random
import math
#from ball import Ball
###############################################################################################
class Ball(pygame.Rect):
def __init__(self, x, y, width, height, screenWidth, screenHeight):
super(pygame.Rect,self).__init__(x, y, width, height)
self.floatX=x
self.floatY=x
self.screenWidth=screenWidth
self.screenHeight=screenHeight
self.speed=[random.random()*5-2.5, random.random()*5-2.5]
def runLogic(self):
self.floatX+=self.speed[0]
self.floatY+=self.speed[1]
if self.floatX+16<0: self.floatX=self.screenWidth
if self.floatX>self.screenWidth: self.floatX=-16
if self.floatY+16<0: self.floatY=self.screenHeight
if self.floatY>self.screenHeight: self.floatY=-16
self.x=self.floatX
self.y=self.floatY
###############################################################################################
os.environ['SDL_VIDEO_WINDOW_POS'] = "%d,%d" % (700, 200)#1680,1440)
pygame.init()
size = width, height = 320, 240
white = 255, 255, 255
blue=0,0,255
screen = pygame.display.set_mode(size)
image = pygame.image.load("ball.png")
ballRect=image.get_rect()
balls = []
for x in range(0, 100):
balls.append(Ball(random.random()*width, random.random()*height, ballRect.width, ballRect.height, width, height))
lastFrameStartTime=pygame.time.get_ticks()
while 1:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
sys.exit()
for ball in balls:
ball.runLogic()
for ball2 in balls:
if ball != ball2:
if ball.colliderect(ball2):
print("collision detected!")
balls.pop(balls.index(ball))
balls.pop(balls.index(ball2))
#balls.remove(ball2)
screen.fill(blue)
for ball in balls:
screen.blit(image, ball)
pygame.display.flip()
pygame.time.wait(33-(pygame.time.get_ticks()-lastFrameStartTime))
lastFrameStartTime=pygame.time.get_ticks()
Using super(Ball, self) instead of super(pygame.Rect, self) in Ball.init did the trick.
Thank you.