__author__ = 'justinarmstrong' import pygame as pg class CollisionHandler(object): """Handles collisions between the user, blockers and computer characters""" def __init__(self, player, blockers, sprites): self.player = player self.static_blockers = blockers self.blockers = self.make_blocker_list(blockers, sprites) self.sprites = sprites def make_blocker_list(self, blockers, sprites): """Return a combined list of sprite blockers and object blockers""" blocker_list = [] for blocker in blockers: blocker_list.append(blocker) for sprite in sprites: blocker_list.extend(sprite.blockers) return blocker_list def update(self, keys, current_time): """Checks for collisions between game objects""" self.blockers = self.make_blocker_list(self.static_blockers, self.sprites) self.player.rect.move_ip(self.player.x_vel, self.player.y_vel) self.check_for_blockers() for sprite in self.sprites: sprite.rect.move_ip(sprite.x_vel, sprite.y_vel) self.check_for_blockers() if self.player.rect.x % 32 == 0 and self.player.rect.y % 32 == 0: self.player.begin_resting() for sprite in self.sprites: if sprite.state == 'automoving': if sprite.rect.x % 32 == 0 and sprite.rect.y % 32 == 0: sprite.begin_auto_resting() def check_for_blockers(self): """Checks for collisions with blocker rects""" player_collided = False sprite_collided_list = [] for blocker in self.blockers: if self.player.rect.colliderect(blocker): player_collided = True if player_collided: self.reset_after_collision(self.player) self.player.begin_resting() for sprite in self.sprites: for blocker in self.static_blockers: if sprite.rect.colliderect(blocker): sprite_collided_list.append(sprite) if sprite.rect.colliderect(self.player.rect): sprite_collided_list.append(sprite) sprite.kill() if pg.sprite.spritecollideany(sprite, self.sprites): sprite_collided_list.append(sprite) self.sprites.add(sprite) for sprite in sprite_collided_list: self.reset_after_collision(sprite) sprite.begin_auto_resting() def reset_after_collision(self, sprite): """Put player back to original position""" if sprite.x_vel != 0: sprite.rect.x -= sprite.x_vel else: sprite.rect.y -= sprite.y_vel