Hi Nik,

many thanks for your very detailed response. I will go through your amended
code to see where I went wrong and correct the issues - all part of the
learning curve.  I'm also happy to see your completely cleaned-up version
if you have time. Currently, I'm interested in where I went wrong with the
collision. Onwards and upwards.

Thanks again.
Adam


On 5 May 2014 11:23, Dominik George <n...@naturalnet.de> wrote:

> Hi Adam,
>
> > What is the easiest way of detecting the collision between enemy and
> > player?
> >
> > TIA
> >
> > My whole code is visible at:
> > https://github.com/kabads/zoomr/blob/master/zoomr.py
>
> I went through your code and found it to be a bit strange. I guess you
> started
> using PyGame without sprites and have kept some bad habits.
>
> In particular, this means:
>
>  * A sprite having an iamge attribute, but then using some other atribute
>    (your il) for drawing it with your own draw method makes no sense.
>  * Always update sprites with their update method
>  * Always keep the sprite's rect in sync with the sprite's position
>  * Always have all sprites in some group (also your player in a player
> group)
>  * Draw groups as a whole, not every single sprite
>
> Also, please take a look at RenderClear and how to use the clear() method
> for
> clearing the screen surface more efficiently than drawing a solid
> background.
>
> Find attached your code, amended with the things I said, but leaving its
> structure intact. There are also some things about your general Python that
> come to mind - if you care, I can send you a completely cleand-up version.
>
> Cheers,
> Nik




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