问题描述
在我的代码中,精灵的坐标似乎没有改变,这让我感到困惑。放置(200,200)
与放置(900,100000)相同。所以基本上我不能在指定位置协调精灵。你能帮忙吗?
将学分转给Ann Zen 但是我身上的精灵问题 Pygame sprite not turning accordingly to mouse
我的代码:
import pygame
from math import atan2,degrees
# tank = pygame.image.load('Sprite0.png')
wn = pygame.display.set_mode((400,400))
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('Sprite0.png')
self.x = 0
self.y = 0
self.rect = self.image.get_rect()
def point_at(self,x,y):
rotated_image = pygame.transform.rotate(self.image,degrees(atan2(x-self.rect.x,y-self.rect.y)))
new_rect = rotated_image.get_rect(center=self.rect.center)
wn.fill((255,255,255))
wn.blit(rotated_image,new_rect.topleft)
player = Player()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
elif event.type == pygame.MOUSEMOTION:
player.point_at(*pygame.mouse.get_pos())
# wn.blit(tank,Player)
pygame.display.update()
解决方法
请仔细阅读How to rotate an image(player) to the mouse direction?的答案。角度的计算
degrees(atan2(x-self.rect.x,y-self.rect.y))
是偶然的。之所以有效,是因为atan2(x,y) == atan2(-y,x)-pi/2
。
向量( x , y )的角度为atan2(y,x)
。由于y轴通常指向上方,因此y轴需要反转(-y
),但在PyGame坐标系中,y轴指向下方。您的 Sprite 最有可能指向上方,并且您要计算:
angle = degrees(atan2(self.rect.y - y,x - self.rect.x)) - 90
分别
direction = pygame.math.Vector2(x,y) - self.rect.center
angle = direction.angle_to((0,-1))
另请参阅How to know the angle between two points?
Sprite 绘制在rect
属性中存储的位置。您根本不需要x
和y
属性。只需设置矩形(rect
)的位置即可。
将 x 和 y 参数添加到构造函数中:
class Player(pygame.sprite.Sprite):
def __init__(self,x,y):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load('Sprite0.png')
self.rect = self.image.get_rect(center = (x,y))
添加方法move
并使用pygame.Rect.move_ip
更改 Sprite 的位置:
class Player(pygame.sprite.Sprite):
# [...]
def move(self,y):
self.rect.move_ip(x,y)
要更改 Sprite 的位置时,调用move
:
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
player.move(0,-1)
if keys[pygame.K_s]:
player.move(0,1)
if keys[pygame.K_a]:
player.move(-1,0)
if keys[pygame.K_d]:
player.move(1,0)
分别
keys = pygame.key.get_pressed()
player.move(keys[pygame.K_d]-keys[pygame.K_a],keys[pygame.K_s]-keys[pygame.K_w])
Sprite 应该始终包含在pygame.sprite.Group
中。参见pygame.sprite.Group.draw()
:
将包含的Sprite绘制到Surface参数。这会将
Sprite.image
属性用于源曲面,并将Sprite.rect
用于位置。
添加一个 Group 并将 Sprite 添加到 Group :
player = Player(200,200)
all_sprites = pygame.sprite.Group(player)
要绘制组中的所有精灵时,调用draw
:
all_sprites.draw(wn)
确保旋转后的图像存储在image
属性中:
class Player(pygame.sprite.Sprite):
def __init__(self,y):
pygame.sprite.Sprite.__init__(self)
self.original_image = pygame.image.load('Sprite0.png')
self.image = self.original_image
self.rect = self.image.get_rect(center = (x,y))
def point_at(self,y):
direction = pygame.math.Vector2(x,y) - self.rect.center
angle = direction.angle_to((0,-1))
self.image = pygame.transform.rotate(self.original_image,angle)
self.rect = self.image.get_rect(center=self.rect.center)
# [...]
最小示例: repl.it/@Rabbid76/PyGame-SpriteRotateToMouse
import pygame
wn = pygame.display.set_mode((400,400))
clock = pygame.time.Clock()
class Player(pygame.sprite.Sprite):
def __init__(self,y))
self.velocity = 5
def point_at(self,angle)
self.rect = self.image.get_rect(center=self.rect.center)
def move(self,y):
self.rect.move_ip(x * self.velocity,y * self.velocity)
player = Player(200,200)
all_sprites = pygame.sprite.Group(player)
while True:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
player.point_at(*pygame.mouse.get_pos())
keys = pygame.key.get_pressed()
player.move(keys[pygame.K_d]-keys[pygame.K_a],keys[pygame.K_s]-keys[pygame.K_w])
wn.fill((255,255,255))
all_sprites.draw(wn)
pygame.display.update()
如果要沿鼠标方向移动对象,则必须添加类型pygame.math.Vecotr2
的direction
和position
属性。根据方向,在point_at
中改变方向,在move
中改变位置。 rect
属性必须更新。
最小示例: repl.it/@Rabbid76/PyGame-SpriteFollowMouse
import pygame
wn = pygame.display.set_mode((400,y))
self.direction = pygame.math.Vector2((0,-1))
self.velocity = 5
self.position = pygame.math.Vector2(x,y)
def point_at(self,y):
self.direction = pygame.math.Vector2(x,y) - self.rect.center
if self.direction.length() > 0:
self.direction = self.direction.normalize()
angle = self.direction.angle_to((0,y):
self.position -= self.direction * y * self.velocity
self.position += pygame.math.Vector2(-self.direction.y,self.direction.x) * x * self.velocity
self.rect.center = round(self.position.x),round(self.position.y)
player = Player(200,200)
all_sprites = pygame.sprite.Group(player)
while True:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
elif event.type == pygame.MOUSEMOTION:
player.point_at(*event.pos)
keys = pygame.key.get_pressed()
player.move(keys[pygame.K_d]-keys[pygame.K_a],255))
all_sprites.draw(wn)
pygame.display.update()
,
删除elif event.type == pygame.MOUSEMOTION:
块,然后将player.point_at(*pygame.mouse.get_pos())
直接放入while
循环中。
创建一个时钟,以使精灵不会从屏幕上滑出。
最后,添加
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
player.rect.y -= 1
if keys[pygame.K_s]:
player.rect.y += 1
if keys[pygame.K_a]:
player.rect.x -= 1
if keys[pygame.K_d]:
player.rect.x += 1
控制播放器。
示例:
import pygame
from math import atan2,degrees
wn = pygame.display.set_mode((400,400))
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((30,40),pygame.SRCALPHA)
self.image.fill((255,0))
self.rect = self.image.get_rect(topleft=(185,180))
def point_at(self,y):
rotated_image = pygame.transform.rotate(self.image,degrees(atan2(x-self.rect.x,y-self.rect.y)))
new_rect = rotated_image.get_rect(center=self.rect.center)
wn.fill((0,0))
wn.blit(rotated_image,new_rect.topleft)
player = Player()
clock = pygame.time.Clock() # Create the clock
while True:
clock.tick(30) # Use the clock
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
keys = pygame.key.get_pressed() # Get al the pressed keys
if keys[pygame.K_w]:
player.rect.y -= 1
if keys[pygame.K_s]:
player.rect.y += 1
if keys[pygame.K_a]:
player.rect.x -= 1
if keys[pygame.K_d]:
player.rect.x += 1
player.point_at(*pygame.mouse.get_pos()) # Put this here
pygame.display.update()
输出: