在 pygame 中旋转时,船向上和向左移动比向下和向右移动快 [英] Ship moves up and left faster than down and right when rotating in pygame

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问题描述

我正在开发一个简单的游戏.我创建了一个 pygame 精灵,并通过让它以一致的速度向前移动和旋转来测试它.然而,它似乎比向右和向下(其中 sin 和 cos 为正)更快地向左和向上移动(其中 sin 和 cos 为负).我在不移动和旋转的情况下对其进行了测试,它可以工作.

代码如下:

导入pygame导入系统from math import cos, sin, pi从时间导入睡眠屏幕宽度 = 800屏幕高度 = 800每秒帧数 = 60pygame.init()显示 = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))时钟 = pygame.time.Clock()红色 = (255, 0, 0)绿色 = (0, 255, 0)蓝色 = (0, 0, 255)白色 = (255, 255, 255)黑色 = (0, 0, 0)SHIP_BLUE_IMG = pygame.image.load('./spaceshooter/PNG/playerShip1_blue.png').convert()SHIP_RED_IMG = pygame.image.load('./spaceshooter/PNG/playerShip1_red.png').convert()LASER_BLUE_IMG = pygame.image.load('./spaceshooter/PNG/Lasers/laserBlue16.png').convert()LASER_RED_IMG = pygame.image.load('./spaceshooter/PNG/Lasers/laserRed16.png').convert()激光速度 = 10PLAYER_SHIP_SPEED = 5all_sprites = pygame.sprite.Group()类玩家(pygame.sprite.Sprite):def __init__(self, img, pos, 角度):super().__init__()img.set_colorkey((0, 0, 0, 0))self.angle = 角度self.original_img = pygame.transform.rotate(img, 180) # 因为这些图片是颠倒的self.image = self.original_imgself.rect = self.image.get_rect()self.rect.center = posself._update_image()def _update_image(self):x, y = self.rect.centerself.image = pygame.transform.rotate(self.original_img, self.angle)self.rect = self.image.get_rect()self.rect.center = (x, y)def _get_radeons(self):返回 (self.angle*pi)/180def旋转(自我,度数):self.angle += 度数self._update_image()定义更新(自我):self.rotate(5)x, y = self.rect.centernx = sin(self._get_radeons())*PLAYER_SHIP_SPEED + xny = cos(self._get_radeons())*PLAYER_SHIP_SPEED + yself.rect.center = (nx, ny)玩家 = 玩家(SHIP_BLUE_IMG, (300, 300), 45)all_sprites.add(玩家)为真:对于 pygame.event.get() 中的事件:如果 event.type == pygame.QUIT:系统退出()DISPLAY.fill(黑色)all_sprites.update()all_sprites.draw(显示)pygame.display.update()时钟滴答(FPS)

为了描述我运行它时的样子,它是黑色背景上的一艘船,它逆时针旋转,同时向前移动应该是一个圆圈.但相反,它正在创建一种螺旋,慢慢靠近屏幕的左上角.

解决方案

这是一个准确性问题.由于

导入数学导入pygame类玩家(pygame.sprite.Sprite):def __init__(self, img, pos, 角度):super().__init__()img.set_colorkey((0, 0, 0, 0))self.angle = 角度self.original_img = pygame.transform.rotate(img, 180)self.image = self.original_imgself.rect = self.image.get_rect()self.rect.center = posself.pos = posself.speed = 5self.angle_step = 5self._update_image()def _update_image(self):x, y = self.rect.centerself.image = pygame.transform.rotate(self.original_img, self.angle)self.rect = self.image.get_rect()self.rect.center = (x, y)定义更新(自我):self.angle += self.angle_stepself._update_image()nx = math.sin(math.radians(self.angle)) * self.speed + self.pos[0]ny = math.cos(math.radians(self.angle)) * self.speed + self.pos[1]self.pos = (nx, ny)self.rect.center = round(nx), round(ny)pygame.init()窗口 = pygame.display.set_mode((300, 300))时钟 = pygame.time.Clock()背景 = pygame.Surface(window.get_size())background.set_alpha(5)all_sprites = pygame.sprite.Group()ship_image = pygame.image.load('Rocket64.png').convert_alpha()player = Player(ship_image, (window.get_width()//2-40, window.get_height()//2+40), 45)all_sprites.add(玩家)运行 = 真运行时:时钟滴答(60)对于 pygame.event.get() 中的事件:如果 event.type == pygame.QUIT:运行 = 错误all_sprites.update()window.blit(背景, (0, 0))all_sprites.draw(窗口)pygame.display.update()pygame.quit()出口()

I am working on a simple game. I created a pygame sprite which and tested it by making it move forward and rotating at a consistent speed. However, it seams to be moving left and up (where sin and cos are negative) quicker than right and down (where sin and cos are positive). I tested it without moving and just rotating and it works.

Here is the code:

import pygame
import sys
from math import cos, sin, pi
from time import sleep

SCREEN_WIDTH = 800
SCREEN_HEIGHT = 800

FPS = 60

pygame.init()
DISPLAY = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
CLOCK = pygame.time.Clock()

RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)

SHIP_BLUE_IMG = pygame.image.load('./spaceshooter/PNG/playerShip1_blue.png').convert()
SHIP_RED_IMG = pygame.image.load('./spaceshooter/PNG/playerShip1_red.png').convert()
LASER_BLUE_IMG = pygame.image.load('./spaceshooter/PNG/Lasers/laserBlue16.png').convert()
LASER_RED_IMG = pygame.image.load('./spaceshooter/PNG/Lasers/laserRed16.png').convert()

LASER_SPEED = 10
PLAYER_SHIP_SPEED = 5

all_sprites = pygame.sprite.Group()


class Player(pygame.sprite.Sprite):
    def __init__(self, img, pos, angle):
        super().__init__()
        img.set_colorkey((0, 0, 0, 0))
        self.angle = angle
        self.original_img = pygame.transform.rotate(img, 180) # Becase these images come upside down
        self.image = self.original_img
        self.rect = self.image.get_rect()
        self.rect.center = pos

        self._update_image() 

    def _update_image(self):
        x, y = self.rect.center
        self.image = pygame.transform.rotate(self.original_img, self.angle)
        self.rect = self.image.get_rect()
        self.rect.center = (x, y)

    def _get_radeons(self):
        return (self.angle*pi)/180

    def rotate(self, degrees):
        self.angle += degrees
        self._update_image()

    def update(self):
        self.rotate(5)
        x, y = self.rect.center
        nx = sin(self._get_radeons())*PLAYER_SHIP_SPEED + x
        ny = cos(self._get_radeons())*PLAYER_SHIP_SPEED + y
        self.rect.center = (nx, ny)


player = Player(SHIP_BLUE_IMG, (300, 300), 45)
all_sprites.add(player)

while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()

    DISPLAY.fill(BLACK)
    all_sprites.update()
    all_sprites.draw(DISPLAY)
    pygame.display.update()
    CLOCK.tick(FPS)

To describe what it looks like when I run it, it is a ship on a black background that rotates counter-clockwise while moving forward in what should be a circle. But instead, it is creating a sort of spiral, slowly getting closer to the top left corner of the screen.

解决方案

This is an accuracy issue. Since pygame.Rect is supposed to represent an area on the screen, a pygame.Rect object can only store integral data.

The coordinates for Rect objects are all integers. [...]

The fraction part of the coordinates gets lost when the new position of the player is assigned to the Rect object:

self.rect.center = (nx, ny)

Since this is done every frame, the position error will accumulate over time.

If you want to store object positions with floating point accuracy, you have to store the location of the object in separate variables respectively attributes (self.pos) and to synchronize the pygame.Rect object. round the coordinates and assign it to the location (e.g. .center) of the rectangle:

class Player(pygame.sprite.Sprite):
    def __init__(self, img, pos, angle):
        # [...]

        self.pos = pos

    # [...]

    def update(self):
        self.rotate(5)
        nx = sin(self._get_radeons())*PLAYER_SHIP_SPEED + self.pos[0]
        ny = cos(self._get_radeons())*PLAYER_SHIP_SPEED + self.pos[1]
        self.pos = (nx, ny)
        self.rect.center = round(nx), round(ny)

See also Move and rotate.


Minimal example:

import math
import pygame

class Player(pygame.sprite.Sprite):
    def __init__(self, img, pos, angle):
        super().__init__()
        img.set_colorkey((0, 0, 0, 0))
        self.angle = angle
        self.original_img = pygame.transform.rotate(img, 180)
        self.image = self.original_img
        self.rect = self.image.get_rect()
        self.rect.center = pos
        self.pos = pos
        self.speed = 5
        self.angle_step = 5
        self._update_image() 

    def _update_image(self):
        x, y = self.rect.center
        self.image = pygame.transform.rotate(self.original_img, self.angle)
        self.rect = self.image.get_rect()
        self.rect.center = (x, y)

    def update(self):
        self.angle += self.angle_step
        self._update_image()
        nx = math.sin(math.radians(self.angle)) * self.speed + self.pos[0]
        ny = math.cos(math.radians(self.angle)) * self.speed + self.pos[1]
        self.pos = (nx, ny)
        self.rect.center = round(nx), round(ny)

pygame.init()
window = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
background = pygame.Surface(window.get_size())
background.set_alpha(5)

all_sprites = pygame.sprite.Group()
ship_image = pygame.image.load('Rocket64.png').convert_alpha()
player = Player(ship_image, (window.get_width()//2-40, window.get_height()//2+40), 45)
all_sprites.add(player)

run = True
while run:
    clock.tick(60)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False

    all_sprites.update()

    window.blit(background, (0, 0))
    all_sprites.draw(window)
    pygame.display.update()

pygame.quit()
exit()

这篇关于在 pygame 中旋转时,船向上和向左移动比向下和向右移动快的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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