问题描述
我一直在尝试开发一种系统,让玩家角色既可以使用 WASD 键 在屏幕上移动,同时也始终 面向鼠标的位置。我的意思是,无论精灵在屏幕上的哪个位置,它的顶部边缘都将始终朝向鼠标所在的位置 - 鼠标的位置应该对其没有影响运动,只有它的旋转。顺便说一下,WASD 键应该对角色的旋转没有影响,只有它的位置。
我已经能够实现 WASD 移动和向鼠标位置的连续角色旋转以单独工作,但我一直难以让它们同时一起工作(向鼠标的旋转应该是能够在屏幕上移动的同时发生)。
任何帮助将不胜感激。
import pygame
import time
import math
pygame.init()
#color defining
BLACK = (0,0)
WHITE = (255,255,255)
RED = (255,0)
GREEN = (0,0)
BLUE = (0,255)
DARKBLUE = (36,90,190)
LIGHTBLUE = (0,176,240)
#opening a window
screenSize = (800,600)
screen = pygame.display.set_mode(screenSize)
pygame.display.set_caption("Test")
#create sprites list
all_sprites_list = pygame.sprite.Group()
#sprites creation
class Char(pygame.sprite.Sprite):
def __init__(self,color,width,height):
super().__init__()
#Set the colour,height and width and position
self.image = pygame.Surface([width,height])
self.image.fill(BLACK)
self.image.set_colorkey(BLACK)
#draw chars
pygame.draw.rect(self.image,[0,height])
self.rect = self.image.get_rect(center = (width,height))
self.orig_img = self.image
#get initial sprite position
self.pos = self.rect.x,self.rect.y
self.x = self.rect.x
self.y = self.rect.y
self.rect.center = self.pos
#----Char Methods
#--Movement Methods
#Check if moving off the screen
def moveLeft(self,pixels):
self.rect.x -= pixels
if self.rect.x < 0:
self.rect.x = 0
def moveRight(self,pixels):
self.rect.x += pixels
if self.rect.x > 750:
self.rect.x = 750
def moveUp(self,pixels):
self.rect.y -= pixels
if self.rect.y < 0:
self.rect.y = 0
def moveDown(self,pixels):
self.rect.y += pixels
if self.rect.y > 550:
self.rect.y = 550
#Allows player rotation towards the mouse location
def rotatetoMouse(self):
pos = self.rect.x,self.rect.y
mouse_x,mouse_y = pygame.mouse.get_pos()
rel_x,rel_y = mouse_x - self.x,mouse_y - self.y
angle = (180 / math.pi) * -math.atan2(rel_y,rel_x)
self.image = pygame.transform.rotate(self.orig_img,int(angle))
self.rect = self.image.get_rect(center=pos)
char = Char(LIGHTBLUE,50,50)
char.rect.x = 450
char.rect.y = 450
#adding objects to group
all_sprites_list.add(char)
#game running flag
run = True
#clock setup
clock = pygame.time.Clock()
##----MAIN GAME----##
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_x:
run = False
#----key bindings
keys = pygame.key.get_pressed()
if keys[pygame.K_a]:
char.moveLeft(3) #moves left with speed of 3
if keys[pygame.K_d]:
char.moveRight(3) #moves right with speed of 3
if keys[pygame.K_w]:
char.moveUp(3) #moves up with speed of 3
if keys[pygame.K_s]:
char.moveDown(3) #moves down with speed of 3
char.rotatetoMouse()
#----game logic
all_sprites_list.update()
#----drawing
#reset screen
screen.fill(DARKBLUE)
#display statistics
#draw sprites
all_sprites_list.draw(screen)
#update screen
pygame.display.flip()
#clock control
clock.tick(60)
pygame.quit()
解决方法
有两个问题。
- 获取
.rect
属性的中心而不是左上角:
pos = self.rect.x,self.rect.y
pos = self.rect.centerx,self.rect.centery
- 使用中心位置 (
pos
) 而不是x
和y
属性来计算角度:
rel_x,rel_y = mouse_x - self.x,mouse_y - self.y
rel_x,rel_y = mouse_x - pos[0],mouse_y - pos[1]
x
和 y
属性没有意义。你根本不需要它们。
rotateToMouse
方法:
class Char(pygame.sprite.Sprite):
# [...]
def rotateToMouse(self):
pos = self.rect.centerx,self.rect.centery
mouse_x,mouse_y = pygame.mouse.get_pos()
rel_x,mouse_y - pos[1]
angle = (180 / math.pi) * -math.atan2(rel_y,rel_x)
self.image = pygame.transform.rotate(self.orig_img,int(angle))
self.rect = self.image.get_rect(center=pos)