Thank you to user sloth! The question he linked gave me some much needed clarity. It took me a bit but I implemented it. I created a function for the collision.
def wallColl(self, xvel, yvel, colliders):
for collider in colliders:
if pygame.sprite.collide_rect(self, collider):
if xvel > 0:
self.rect.right = collider.rect.left
self.xvel = 0
if xvel < 0:
self.rect.left = collider.rect.right
self.xvel = 0
if yvel < 0:
self.rect.bottom = collider.rect.top
self.onGround = True
self.jumps = 3
self.yvel = 0
if yvel > 0:
self.yvel = 0
self.rect.top = collider.rect.bottom
And then I call them in my update function.
def update(self):
self.rect.x += self.xvel
# self.walls is an array of sprites.
self.wallColl(self.xvel, 0, self.walls)
self.rect.y -= self.yvel
self.onGround = False
self.wallColl(0, self.yvel, self.walls)
self.wallCollisions()
if self.otherplayers != None:
self.playerCollisions()
# Gravity
if self.onGround == False:
self.yvel-=.0066*self.mass
self.boundries(highbound, lowbound, leftbound, rightbound)
self.down = False
The actual useage in my game makes usability near perfect. Not 100% though, this is not a perfect answer.