Getting Started with 2D Games Using Pyxel (Part 10): Implement Collision Detection

Published: (January 13, 2026 at 10:00 AM EST)
5 min read
Source: Dev.to

Source: Dev.to

In this chapter we will implement collision detection between bullets and asteroids.
The complete code is provided at the end.

1. Implement Collision Detection Logic

Add a new intersects() method to the BaseSprite class in sprite.py.
The method checks whether the sprite overlaps with another sprite passed as an argument and returns True if they are colliding, False otherwise. (The implementation uses the AABB concept, but you don’t need to dive deep into it for now.)

# sprite.py (added to BaseSprite)
def intersects(self, other):
    """Rectangle‑based collision detection (AABB)"""
    if other.x + other.w < self.x: return False
    if self.x + self.w < other.x: return False
    if other.y + other.h < self.y: return False
    if self.y + self.h < other.y: return False
    return True

2. Bullet and Asteroid Collisions

During the bullet‑update phase we check for collisions between bullets and asteroids.
Because we remove elements from the list while iterating, we traverse the list in reverse order to avoid index issues.

To keep the logic simple, we immediately return from the update() method once a collision is detected. When a collision occurs, the score is incremented by 1.

# main.py (added to the Game.update() method)

# Update bullets (reverse order)
for bullet in self.bullets[::-1]:
    bullet.update()
    # Remove bullets that leave the screen
    if bullet.y < 0:
        self.bullets.remove(bullet)
        continue
    # Collision detection (bullet × asteroid)
    for asteroid in self.asteroids[::-1]:
        if asteroid.intersects(bullet):
            self.score += 1          # Increase score
            self.bullets.remove(bullet)
            self.asteroids.remove(asteroid)
            return                    # Simplified handling

Complete Code

Below is the complete code with all features implemented so far.

sprite.py

import pyxel
import math
import random

class BaseSprite:
    def __init__(self, x, y, w=8, h=8):
        """Constructor"""
        self.x = x
        self.y = y
        self.w = w
        self.h = h
        self.vx = 0
        self.vy = 0

    def update(self):
        """Update position"""
        self.x += self.vx
        self.y += self.vy

    def draw(self):
        """Draw (implemented in subclasses)"""
        pass

    def move(self, spd, deg):
        """Move in a direction"""
        rad = deg * math.pi / 180
        self.vx = spd * math.cos(rad)  # X velocity
        self.vy = spd * math.sin(rad)  # Y velocity

    def flip_x(self):
        """Flip X direction"""
        self.vx *= -1

    def intersects(self, other):
        """Rectangle‑based collision detection (AABB)"""
        if other.x + other.w < self.x: return False
        if self.x + self.w < other.x: return False
        if other.y + other.h < self.y: return False
        if self.y + self.h < other.y: return False
        return True

class ShipSprite(BaseSprite):
    def __init__(self, x, y):
        """Constructor"""
        super().__init__(x, y)

    def draw(self):
        """Draw ship"""
        pyxel.blt(self.x, self.y, 0, 0, 0, self.w, self.h, 0)

class AsteroidSprite(BaseSprite):
    def __init__(self, x, y):
        """Constructor"""
        super().__init__(x, y)
        self.index = random.randint(2, 7)  # Asteroid image index

    def draw(self):
        """Draw asteroid"""
        pyxel.blt(self.x, self.y, 0,
                  self.w * self.index, 0,
                  self.w, self.h, 0)

class BulletSprite(BaseSprite):
    def __init__(self, x, y):
        """Constructor"""
        super().__init__(x, y)
        self.x += self.w / 2 - 1  # Center alignment

    def draw(self):
        """Draw bullet"""
        pyxel.rect(self.x, self.y, 2, 2, 12)

main.py

import pyxel
import math
import random
import sprite

W, H = 160, 120
SHIP_SPD = 1.4

ASTEROID_INTERVAL = 20
ASTEROID_LIMIT = 30

ASTEROID_SPD_MIN = 1.0
ASTEROID_SPD_MAX = 2.0
ASTEROID_DEG_MIN = 30
ASTEROID_DEG_MAX = 150

BULLET_SPD = 3

# Game
class Game:
    def __init__(self):
        """Constructor"""

        # Initialize score
        self.score = 0

        # Initialize player
        self.ship = sprite.ShipSprite(W / 2, H - 40)
        deg = 0 if random.random() < 0.5 else 180
        self.ship.move(SHIP_SPD, deg)

        # Asteroids
        self.asteroid_time = 0
        self.asteroids = []

        # Bullets
        self.bullets = []

        # Start Pyxel
        pyxel.init(W, H, title="Hello, Pyxel!!")
        pyxel.load("shooter.pyxres")
        pyxel.run(self.update, self.draw)

    def update(self):
        """Update"""

        # Update player
        self.ship.update()
        self.control_ship()
        self.overlap_spr(self.ship)

        self.check_interval()  # Spawn asteroids

        # Update asteroids
        for asteroid in self.asteroids:
            asteroid.update()
            self.overlap_spr(asteroid)

        # Update bullets (reverse order)
        for bullet in self.bullets[::-1]:
            bullet.update()
            # Remove bullets that leave the screen
            if bullet.y < 0:
                self.bullets.remove(bullet)
                continue
            # Collision detection (bullet × asteroid)
            for asteroid in self.asteroids[::-1]:
                if asteroid.intersects(bullet):
                    self.score += 1
                    self.bullets.remove(bullet)
                    self.asteroids.remove(asteroid)
                    return  # Simplified handling

    # ... (other methods such as draw, control_ship, overlap_spr, check_interval, etc.)

All other helper methods (draw, control_ship, overlap_spr, check_interval, etc.) remain unchanged.

Game Loop – Collision, Drawing, and Controls

for asteroid in self.asteroids[::-1]:
    if asteroid.intersects(bullet):
        self.score += 1
        self.bullets.remove(bullet)
        self.asteroids.remove(asteroid)
        return

def draw(self):
    """Draw everything on the screen."""
    pyxel.cls(0)

    # Draw score
    pyxel.text(10, 10, "SCORE:{:04}".format(self.score), 12)

    # Draw player
    self.ship.draw()

    # Draw asteroids
    for asteroid in self.asteroids:
        asteroid.draw()

    # Draw bullets
    for bullet in self.bullets:
        bullet.draw()

def control_ship(self):
    """Handle player actions."""
    if pyxel.btnp(pyxel.KEY_SPACE):
        self.ship.flip_x()          # Reverse movement
        # Fire bullet
        bullet = sprite.BulletSprite(self.ship.x, self.ship.y)
        bullet.move(BULLET_SPD, 270)
        self.bullets.append(bullet)

def overlap_spr(self, spr):
    """Wrap a sprite around the screen edges."""
    if spr.x < -spr.w:
        spr.x = W
        return
    if W < spr.x:
        spr.x = -spr.w
        return
    if spr.y < -spr.h:
        spr.y = H
        return
    if H < spr.y:
        spr.y = -spr.h
        return

def check_interval(self):
    """Spawn asteroids at regular intervals."""
    # Asteroid spawn interval
    self.asteroid_time += 1
    if self.asteroid_time < ASTEROID_INTERVAL:
        return
    self.asteroid_time = 0

    # Limit asteroid count
    if ASTEROID_LIMIT < len(self.asteroids):
        return

    # Spawn asteroid
    x = random.random() * W
    y = 0
    spd = random.uniform(ASTEROID_SPD_MIN, ASTEROID_SPD_MAX)
    deg = random.uniform(ASTEROID_DEG_MIN, ASTEROID_DEG_MAX)
    asteroid = sprite.AsteroidSprite(x, y)
    asteroid.move(spd, deg)
    self.asteroids.append(asteroid)

def main():
    """Main entry point."""
    Game()

if __name__ == "__main__":
    main()

Result

Running the game produces the following result:

Game screenshot

Next Chapter

Thank you for reading!

In the next chapter, we’ll implement game‑over detection.

Stay tuned!!

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