Compute the bounding rectangle of the player and compute the grid indices of the corner points and and center point:
player_rect = pygame.Rect(player.x, player.y, wr-3, hr-3)
xC, yC = int(player_rect.centerx / wr), int(player_rect.centery / hr)
x0, y0 = int(player_rect.left / wr), int(player_rect.top / hr)
x1, y1 = int(player_rect.right / wr), int(player_rect.bottom / hr)
Restrict the movement dependent on the direction and walls. For instance:
if player.left_pressed and player_rect.x < xC*wr+2:
if grid[xC][y0].walls[3] or grid[xC][y1].walls[3]:
player.x = xC*wr+2
player.left_pressed = False
Complete collision test:
while not done:
# [...]
player_rect = pygame.Rect(player.x, player.y, wr-3, hr-3)
xC, yC = int(player_rect.centerx / wr), int(player_rect.centery / hr)
x0, y0 = int(player_rect.left / wr), int(player_rect.top / hr)
x1, y1 = int(player_rect.right / wr), int(player_rect.bottom / hr)
if player.left_pressed and player_rect.x < xC*wr+2:
if grid[xC][y0].walls[3] or grid[xC][y1].walls[3]:
player.x = xC*wr+2
player.left_pressed = False
if player.y != yC*hr+2 and grid[x0][y0].walls[2]:
player.x = xC*wr+2
player.left_pressed = False
if player.right_pressed and player_rect.x > xC*wr+2:
if grid[xC][y0].walls[1] or grid[xC][y1].walls[1]:
player.x = xC*wr+2
player.right_pressed = False
if player.y != yC*hr+2 and grid[x0+1][y0].walls[2]:
player.x = xC*wr+2
player.right_pressed = False
if player.up_pressed and player_rect.y < yC*hr+2:
if grid[x0][yC].walls[0] or grid[x1][yC].walls[0]:
player.y = yC*hr+2
player.up_pressed = False
if player.x != xC*wr+2 and grid[x0][y0].walls[3]:
player.y = yC*hr+2
player.up_pressed = False
if player.down_pressed and player_rect.y > yC*hr+2:
if grid[x0][yC].walls[2] or grid[x1][yC].walls[2]:
player.y = yC*hr+2
player.down_pressed = False
if player.x != xC*wr+2 and grid[x0][y0+1].walls[3]:
player.y = yC*hr+2
player.down_pressed = False
See also How do I prevent the player from moving through the walls in a maze?