Getting Started with 2D Games Using Pyxel (Part 10): Implement Collision Detection
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:
Next Chapter
Thank you for reading!
In the next chapter, we’ll implement game‑over detection.
Stay tuned!!
