pygame.Rect
pygame object for storing rectangular coordinates
Rect(left, top, width, height) -> Rect
Rect((left, top), (width, height)) -> Rect
Rect(object) -> Rect
Rect() -> Rect
FRect(left, top, width, height) -> FRect
FRect((left, top), (width, height)) -> FRect
FRect(object) -> FRect
FRect() -> FRect
copy the rectangle
moves the rectangle
moves the rectangle, in place
moves the rectangle to the specified position
grow or shrink the rectangle size
grow or shrink the rectangle size, in place
scale the rectangle by given a multiplier
grow or shrink the rectangle size, in place
sets the position and size of the rectangle
moves the rectangle inside another
moves the rectangle inside another, in place
crops a rectangle inside another
crops a line inside a rectangle
joins two rectangles into one
joins two rectangles into one, in place
the union of many rectangles
the union of many rectangles, in place
resize and move a rectangle with aspect ratio
correct negative sizes
test if one rectangle is inside another
test if a point is inside a rectangle
test if two rectangles overlap
test if one rectangle in a list intersects
test if all rectangles in a list intersect
test if any object in a list intersects
test if all objects in a list intersect
test if one rectangle in a dictionary intersects
test if all rectangles in a dictionary intersect

Changed in pygame-ce 2.2: Since version 2.2 there is another class called FRect that serves the same purpose as as Rect but it can hold floats instead of integers.

Pygame uses Rect objects to store and manipulate rectangular areas. A Rect can be created from a combination of left, top, width, and height values. Rects can also be created from python objects that are already a Rect or have an attribute named "rect".

Any pygame function that requires a Rect argument also accepts any of these values to construct a Rect. This makes it easier to create Rects on the fly as arguments to functions.

If no arguments are given, a zero Rect will be created (x=0, y=0, w=0, h=0). This will only work when using the Rect/FRect class and not with functions that require a Rect argument.

The Rect functions that change the position or size of a Rect return a new copy of the Rect with the affected changes. The original Rect is not modified. Some methods have an alternate "in-place" version that returns None but affects the original Rect. These "in-place" methods are denoted with the "ip" suffix.

The Rect object has several virtual attributes which can be used to move and align the Rect:

x,y
top, left, bottom, right
topleft, bottomleft, topright, bottomright
midtop, midleft, midbottom, midright
center, centerx, centery
size, width, height
w,h

All of these attributes can be assigned to:

rect1.right = 10
rect2.center = (20,30)

Assigning to size, width or height changes the dimensions of the rectangle; all other assignments move the rectangle without resizing it. Notice that some attributes are integers and others are pairs of integers.

If a Rect has a nonzero width or height, it will return True for a nonzero test. Some methods return a Rect with 0 size to represent an invalid rectangle. A Rect with a 0 size will not collide when using collision detection methods (e.g. collidepoint(), colliderect(), etc.).

The coordinates for Rect objects are all integers. The size values can be programmed to have negative values, but these are considered illegal Rects for most operations.

There are several collision tests between other rectangles. Most python containers can be searched for collisions against a single Rect.

The area covered by a Rect does not include the right- and bottom-most edge of pixels. If one Rect's bottom border is another Rect's top border (i.e., rect1.bottom=rect2.top), the two meet exactly on the screen but do not overlap, and rect1.colliderect(rect2) returns false.

The Rect object is also iterable:

r = Rect(0, 1, 2, 3)
x, y, w, h = r

New in pygame 1.9.2: The Rect class can be subclassed. Methods such as copy() and move() will recognize this and return instances of the subclass. However, the subclass's __init__() method is not called, and __new__() is assumed to take no arguments. So these methods should be overridden if any extra attributes need to be copied.

copy()
copy the rectangle
copy() -> Rect

Returns a new rectangle having the same position and size as the original.

New in pygame 1.9

move()
moves the rectangle
move(x, y, /) -> Rect

Returns a new rectangle that is moved by the given offset. The x and y arguments can be any integer value, positive or negative.

move_ip()
moves the rectangle, in place
move_ip(x, y, /) -> None

Same as the Rect.move() method, but operates in place.

move_to()
moves the rectangle to the specified position
move_to(**kwargs) -> Rect

Returns a new rectangle that is moved to the given position and optionally resized. You must provide keyword arguments to the method such as center, left, midbottom, size that correspond to the rectangle's attributes and the method will return a new rectangle whose specified attributes are set to the given value.

It is similar to Surface.get_rect() but instead of a calling it as a surface method you call it as a rectangle method.

New in pygame-ce 2.4.0.

inflate()
grow or shrink the rectangle size
inflate(x, y, /) -> Rect

Returns a new rectangle with the size changed by the given offset. The rectangle remains centered around its current center. Negative values will shrink the rectangle. Note, uses integers, if the offset given is too small(< 2 > -2), center will be off.

inflate_ip()
grow or shrink the rectangle size, in place
inflate_ip(x, y, /) -> None

Same as the Rect.inflate() method, but operates in place.

scale_by()
scale the rectangle by given a multiplier
scale_by(scale_by) -> Rect
scale_by(x, y) -> Rect

Returns a new rectangle with the size scaled by the given multipliers. The rectangle remains centered around its current center. A single scalar or separate width and height scalars are allowed. Values above one will increase the size of the rectangle, whereas values between zero and one will decrease the size of the rectangle.

New in pygame-ce 2.3.1.

Changed in pygame-ce 2.5.2: the argument scale_by can now be passed as a positional argument

scale_by_ip()
grow or shrink the rectangle size, in place
scale_by_ip(scale_by) -> None
scale_by_ip(x, y) -> None

Same as the Rect.scale_by() method, but operates in place.

New in pygame-ce 2.3.1.

Changed in pygame-ce 2.5.2: the argument scale_by can now be passed as a positional argument

update()
sets the position and size of the rectangle
update(left, top, width, height, /) -> None
update((left, top), (width, height), /) -> None
update(object, /) -> None

Sets the position and size of the rectangle, in place. See parameters for pygame.Rect()pygame object for storing rectangular coordinates for the parameters of this function.

New in pygame 2.0.1.

clamp()
moves the rectangle inside another
clamp(rect, /) -> Rect

Returns a new rectangle that is moved to be completely inside the argument Rect. If the rectangle is too large to fit inside, it is centered inside the argument Rect, but its size is not changed.

clamp_ip()
moves the rectangle inside another, in place
clamp_ip(rect, /) -> None

Same as the Rect.clamp() method, but operates in place.

clip()
crops a rectangle inside another
clip(rect, /) -> Rect

Returns a new rectangle that is cropped to be completely inside the argument Rect. If the two rectangles do not overlap to begin with, a Rect with 0 size is returned.

clipline()
crops a line inside a rectangle
clipline(x1, y1, x2, y2, /) -> ((cx1, cy1), (cx2, cy2))
clipline(x1, y1, x2, y2, /) -> ()
clipline((x1, y1), (x2, y2), /) -> ((cx1, cy1), (cx2, cy2))
clipline((x1, y1), (x2, y2), /) -> ()
clipline((x1, y1, x2, y2), /) -> ((cx1, cy1), (cx2, cy2))
clipline((x1, y1, x2, y2), /) -> ()
clipline(((x1, y1), (x2, y2)), /) -> ((cx1, cy1), (cx2, cy2))
clipline(((x1, y1), (x2, y2)), /) -> ()

Returns the coordinates of a line that is cropped to be completely inside the rectangle. If the line does not overlap the rectangle, then an empty tuple is returned.

The line to crop can be any of the following formats (floats can be used in place of ints, but they will be truncated):

  • four ints

  • 2 lists/tuples/Vector2s of 2 ints

  • a list/tuple of four ints

  • a list/tuple of 2 lists/tuples/Vector2s of 2 ints

Returns:

a tuple with the coordinates of the given line cropped to be completely inside the rectangle is returned, if the given line does not overlap the rectangle, an empty tuple is returned

Return type:

tuple(tuple(int, int), tuple(int, int)) or ()

Raises:

TypeError -- if the line coordinates are not given as one of the above described line formats

Note

This method can be used for collision detection between a rect and a line. See example code below.

Note

The rect.bottom and rect.right attributes of a pygame.Rectpygame object for storing rectangular coordinates always lie one pixel outside of its actual border.

# Example using clipline().
clipped_line = rect.clipline(line)

if clipped_line:
    # If clipped_line is not an empty tuple then the line
    # collides/overlaps with the rect. The returned value contains
    # the endpoints of the clipped line.
    start, end = clipped_line
    x1, y1 = start
    x2, y2 = end
else:
    print("No clipping. The line is fully outside the rect.")

New in pygame 2.0.0.

union()
joins two rectangles into one
union(rect, /) -> Rect

Returns a new rectangle that completely covers the area of the two provided rectangles. There may be area inside the new Rect that is not covered by the originals.

union_ip()
joins two rectangles into one, in place
union_ip(rect, /) -> None

Same as the Rect.union() method, but operates in place.

unionall()
the union of many rectangles
unionall(rect_sequence, /) -> Rect

Returns the union of one rectangle with a sequence of many rectangles.

unionall_ip()
the union of many rectangles, in place
unionall_ip(rect_sequence, /) -> None

The same as the Rect.unionall() method, but operates in place.

fit()
resize and move a rectangle with aspect ratio
fit(rect, /) -> Rect

Returns a new rectangle that is moved and resized to fit another. The aspect ratio of the original Rect is preserved, so the new rectangle may be smaller than the target in either width or height.

normalize()
correct negative sizes
normalize() -> None

This will flip the width or height of a rectangle if it has a negative size. The rectangle will remain in the same place, with only the sides swapped.

contains()
test if one rectangle is inside another
contains(rect, /) -> bool

Returns true when the argument is completely inside the Rect.

collidepoint()
test if a point is inside a rectangle
collidepoint(x, y, /) -> bool
collidepoint((x, y), /) -> bool

Returns true if the given point is inside the rectangle. A point along the right or bottom edge is not considered to be inside the rectangle.

Note

For collision detection between a rect and a line the clipline() method can be used.

colliderect()
test if two rectangles overlap
colliderect(rect, /) -> bool

Returns true if any portion of either rectangle overlap (except the top+bottom or left+right edges).

Note

For collision detection between a rect and a line the clipline() method can be used.

collidelist()
test if one rectangle in a list intersects
collidelist(list, /) -> index

Test whether the rectangle collides with any in a sequence of rectangles. The index of the first collision found is returned. If no collisions are found an index of -1 is returned.

collidelistall()
test if all rectangles in a list intersect
collidelistall(list, /) -> indices

Returns a list of all the indices that contain rectangles that collide with the Rect. If no intersecting rectangles are found, an empty list is returned.

Not only Rects are valid arguments, but these are all valid calls:

 1Rect = pygame.Rect
 2r = Rect(0, 0, 10, 10)
 3
 4list_of_rects = [Rect(1, 1, 1, 1), Rect(2, 2, 2, 2)]
 5indices0 = r.collidelistall(list_of_rects)
 6
 7list_of_lists = [[1, 1, 1, 1], [2, 2, 2, 2]]
 8indices1 = r.collidelistall(list_of_lists)
 9
10list_of_tuples = [(1, 1, 1, 1), (2, 2, 2, 2)]
11indices2 = r.collidelistall(list_of_tuples)
12
13list_of_double_tuples = [((1, 1), (1, 1)), ((2, 2), (2, 2))]
14indices3 = r.collidelistall(list_of_double_tuples)
15
16class ObjectWithRectAttribute(object):
17    def __init__(self, r):
18        self.rect = r
19
20list_of_object_with_rect_attribute = [
21    ObjectWithRectAttribute(Rect(1, 1, 1, 1)),
22    ObjectWithRectAttribute(Rect(2, 2, 2, 2)),
23]
24indices4 = r.collidelistall(list_of_object_with_rect_attribute)
25
26class ObjectWithCallableRectAttribute(object):
27    def __init__(self, r):
28        self._rect = r
29
30    def rect(self):
31        return self._rect
32
33list_of_object_with_callable_rect = [
34    ObjectWithCallableRectAttribute(Rect(1, 1, 1, 1)),
35    ObjectWithCallableRectAttribute(Rect(2, 2, 2, 2)),
36]
37indices5 = r.collidelistall(list_of_object_with_callable_rect)
collideobjects()
test if any object in a list intersects
collideobjects(rect_list) -> object
collideobjects(obj_list, key=func) -> object

Test whether the rectangle collides with any object in the sequence. The object of the first collision found is returned. If no collisions are found then None is returned

If key is given, then it should be a method taking an object from the list as input and returning a rect like object e.g. lambda obj: obj.rectangle. If an object has multiple attributes of type Rect then key could return one of them.

 1r = Rect(1, 1, 10, 10)
 2
 3rects = [
 4    Rect(1, 1, 10, 10),
 5    Rect(5, 5, 10, 10),
 6    Rect(15, 15, 1, 1),
 7    Rect(2, 2, 1, 1),
 8]
 9
10result = r.collideobjects(rects)  # -> <rect(1, 1, 10, 10)>
11print(result)
12
13class ObjectWithSomRectAttribute:
14    def __init__(self, name, collision_box, draw_rect):
15        self.name = name
16        self.draw_rect = draw_rect
17        self.collision_box = collision_box
18
19    def __repr__(self):
20        return f'<{self.__class__.__name__}("{self.name}", {list(self.collision_box)}, {list(self.draw_rect)})>'
21
22objects = [
23    ObjectWithSomRectAttribute("A", Rect(15, 15, 1, 1), Rect(150, 150, 50, 50)),
24    ObjectWithSomRectAttribute("B", Rect(1, 1, 10, 10), Rect(300, 300, 50, 50)),
25    ObjectWithSomRectAttribute("C", Rect(5, 5, 10, 10), Rect(200, 500, 50, 50)),
26]
27
28# collision = r.collideobjects(objects) # this does not work because the items in the list are no Rect like object
29collision = r.collideobjects(
30    objects, key=lambda o: o.collision_box
31)  # -> <ObjectWithSomRectAttribute("B", [1, 1, 10, 10], [300, 300, 50, 50])>
32print(collision)
33
34screen_rect = r.collideobjects(objects, key=lambda o: o.draw_rect)  # -> None
35print(screen_rect)

New in pygame-ce 2.1.3.

collideobjectsall()
test if all objects in a list intersect
collideobjectsall(rect_list) -> objects
collideobjectsall(obj_list, key=func) -> objects

Returns a list of all the objects that contain rectangles that collide with the Rect. If no intersecting objects are found, an empty list is returned.

If key is given, then it should be a method taking an object from the list as input and returning a rect like object e.g. lambda obj: obj.rectangle. If an object has multiple attributes of type Rect then key could return one of them.

 1r = Rect(1, 1, 10, 10)
 2
 3rects = [
 4    Rect(1, 1, 10, 10),
 5    Rect(5, 5, 10, 10),
 6    Rect(15, 15, 1, 1),
 7    Rect(2, 2, 1, 1),
 8]
 9
10result = r.collideobjectsall(
11    rects
12)  # -> [<rect(1, 1, 10, 10)>, <rect(5, 5, 10, 10)>, <rect(2, 2, 1, 1)>]
13print(result)
14
15class ObjectWithSomRectAttribute:
16    def __init__(self, name, collision_box, draw_rect):
17        self.name = name
18        self.draw_rect = draw_rect
19        self.collision_box = collision_box
20
21    def __repr__(self):
22        return f'<{self.__class__.__name__}("{self.name}", {list(self.collision_box)}, {list(self.draw_rect)})>'
23
24objects = [
25    ObjectWithSomRectAttribute("A", Rect(1, 1, 10, 10), Rect(300, 300, 50, 50)),
26    ObjectWithSomRectAttribute("B", Rect(5, 5, 10, 10), Rect(200, 500, 50, 50)),
27    ObjectWithSomRectAttribute("C", Rect(15, 15, 1, 1), Rect(150, 150, 50, 50)),
28]
29
30# collisions = r.collideobjectsall(objects) # this does not work because ObjectWithSomRectAttribute is not a Rect like object
31collisions = r.collideobjectsall(
32    objects, key=lambda o: o.collision_box
33)  # -> [<ObjectWithSomRectAttribute("A", [1, 1, 10, 10], [300, 300, 50, 50])>, <ObjectWithSomRectAttribute("B", [5, 5, 10, 10], [200, 500, 50, 50])>]
34print(collisions)
35
36screen_rects = r.collideobjectsall(objects, key=lambda o: o.draw_rect)  # -> []
37print(screen_rects)

New in pygame-ce 2.1.3.

collidedict()
test if one rectangle in a dictionary intersects
collidedict(rect_dict) -> (key, value)
collidedict(rect_dict) -> None
collidedict(rect_dict, values=False) -> (key, value)
collidedict(rect_dict, values=False) -> None

Returns the first key and value pair that intersects with the calling Rect object. If no collisions are found, None is returned. If values is False (default) then the dict's keys will be used in the collision detection, otherwise the dict's values will be used.

Note

Rect objects cannot be used as keys in a dictionary (they are not hashable), so they must be converted to a tuple. e.g. rect.collidedict({tuple(key_rect) : value})

Changed in pygame-ce 2.4.0: values is now accepted as a keyword argument. Type Stub updated to use boolean True or False, but any truthy or falsy value will be valid.

collidedictall()
test if all rectangles in a dictionary intersect
collidedictall(rect_dict) -> [(key, value), ...]
collidedictall(rect_dict, values=False) -> [(key, value), ...]

Returns a list of all the key and value pairs that intersect with the calling Rect object. If no collisions are found an empty list is returned. If values is False (default) then the dict's keys will be used in the collision detection, otherwise the dict's values will be used.

Note

Rect objects cannot be used as keys in a dictionary (they are not hashable), so they must be converted to a tuple. e.g. rect.collidedictall({tuple(key_rect) : value})

Changed in pygame-ce 2.4.0: values is now accepted as a keyword argument. Type Stub updated to use boolean True or False, but any truthy or falsy value will be valid.




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