- pygame.Rect¶
- pygame object for storing rectangular coordinatesRect(left, top, width, height) -> RectRect((left, top), (width, height)) -> RectRect(object) -> RectRect() -> RectFRect(left, top, width, height) -> FRectFRect((left, top), (width, height)) -> FRectFRect(object) -> FRectFRect() -> 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()
andmove()
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 rectanglecopy() -> Rect
Returns a new rectangle having the same position and size as the original.
New in pygame 1.9
- move()¶
- moves the rectanglemove(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 placemove_ip(x, y, /) -> None
Same as the
Rect.move()
method, but operates in place.
- move_to()¶
- moves the rectangle to the specified positionmove_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 sizeinflate(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 placeinflate_ip(x, y, /) -> None
Same as the
Rect.inflate()
method, but operates in place.
- scale_by()¶
- scale the rectangle by given a multiplierscale_by(scale_by) -> Rectscale_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 placescale_by_ip(scale_by) -> Nonescale_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 rectangleupdate(left, top, width, height, /) -> Noneupdate((left, top), (width, height), /) -> Noneupdate(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 anotherclamp(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 placeclamp_ip(rect, /) -> None
Same as the
Rect.clamp()
method, but operates in place.
- clip()¶
- crops a rectangle inside anotherclip(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 rectangleclipline(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
andrect.right
attributes of apygame.Rect
pygame 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 oneunion(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 placeunion_ip(rect, /) -> None
Same as the
Rect.union()
method, but operates in place.
- unionall()¶
- the union of many rectanglesunionall(rect_sequence, /) -> Rect
Returns the union of one rectangle with a sequence of many rectangles.
- unionall_ip()¶
- the union of many rectangles, in placeunionall_ip(rect_sequence, /) -> None
The same as the
Rect.unionall()
method, but operates in place.
- fit()¶
- resize and move a rectangle with aspect ratiofit(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 sizesnormalize() -> 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 anothercontains(rect, /) -> bool
Returns true when the argument is completely inside the Rect.
- collidepoint()¶
- test if a point is inside a rectanglecollidepoint(x, y, /) -> boolcollidepoint((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 overlapcolliderect(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 intersectscollidelist(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 intersectcollidelistall(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 intersectscollideobjects(rect_list) -> objectcollideobjects(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 returnedIf 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 intersectcollideobjectsall(rect_list) -> objectscollideobjectsall(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 intersectscollidedict(rect_dict) -> (key, value)collidedict(rect_dict) -> Nonecollidedict(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. Ifvalues
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 booleanTrue
orFalse
, but any truthy or falsy value will be valid.
- collidedictall()¶
- test if all rectangles in a dictionary intersectcollidedictall(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 booleanTrue
orFalse
, but any truthy or falsy value will be valid.
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