精灵在圆上的旋转 [英] Rotation of a sprite on a circle
问题描述
有一个精灵在以屏幕中心为中心、半径 = 30 像素的圆上移动.运动或多或少是可以的,但精灵根本不旋转.我已经尝试了一些教程(例如
导入pygame类敌人强(pygame.sprite.Sprite):def __init__(self):pygame.sprite.Sprite.__init__(self)self.original_image = pygame.image.load(r"arrow_up.png").convert_alpha()self.image = self.original_imageself.rect = self.image.get_rect()self.angle = 0def initLoc(self, pos, radius):self.pos = posself.radius = 半径定义更新(自我):center = pygame.math.Vector2(self.pos) + pygame.math.Vector2(0, -self.radius).rotate(-self.angle)self.image = pygame.transform.rotate(self.original_image, self.angle)self.rect = self.image.get_rect(center = (round(center.x), round(center.y)))定义左转(自我):self.angle = (self.angle + 1) % 360pygame.init()窗口 = pygame.display.set_mode((500, 500))时钟 = pygame.time.Clock()敌人_s = EnemiesStrong()敌人_s.initLoc(window.get_rect().center, 100)all_sprites = pygame.sprite.Group(enemy_s)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 = 错误敌人_s.turnLeft()all_sprites.update()window.fill(0)pygame.draw.circle(window, (127, 127, 127), window.get_rect().center, 100, 1)all_sprites.draw(窗口)pygame.display.flip()pygame.quit()出口()
There's a sprite moving on a circle centered around the screen center with radius = 30 pixels. The movement is more or less OK, but the sprite doesn't rotate at all. I've tried some tutorials (e.g. How to animate scale and rotate in pygame using rotozoom), and when the sprite moves along a line or changes its trajectory randomly -there's no problem. So what's wrong when it's moving along the circle? Here's the code:
class EnemiesStrong(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("enemy3.png").convert_alpha()
self.image2 = self.image
self.rect = self.image2.get_rect()
self.angle = 0
def initLoc(self, pos, x_pos, y_pos):
self.rect.x = pos[0]/2 + x_pos
self.rect.y = y_pos
def update(self, pos, x_pos, y_pos, quadrant, newcoord):
#print(quadrant)
self.rect.y = y_pos
if (quadrant==1 and newcoord==0):
self.rect.x-=1
elif (quadrant==1 and newcoord==1):
self.rect.x=x_pos
elif (quadrant==2):
oldcenter = self.rect.center
**self.image2 = pygame.transform.rotate(self.image, self.angle)**
self.rect = self.image2.get_rect()
self.rect.center = oldcenter
self.rect.x+=1
elif (quadrant==3 and newcoord==0):
self.rect.x+=1
elif (quadrant==4 and newcoord==0):
self.rect.x-=1
elif (quadrant==4 and newcoord==1):
self.rect.x=x_pos
def turnLeft(self, pos):
self.angle = (self.angle + 10) % 360
print(self.angle)
def whereEnemy(self):
return (self.rect.x, self.rect.y)
def OrbitalCoordinates(loc, xpos, radius, quadrant):
#do lots of stuff to determine the location of the ship in the screen
#and return its Y-coordinate
disc = np.power(radius,2) - np.power(xpos - loc[0]/2,2)
ypos = loc[1]/2 - np.sqrt(disc)
return ypos
enemy_s = EnemiesStrong()
ypos = OrbitalCoordinates(screenpar, xpos + screenpar[0]/2, radius,2)
enemy_s.initLoc(screenpar, xpos, ypos)
enemiesupdate.add(enemy_s)
where_strong_enemy = enemy_s.whereEnemy()
bg = pygame.image.load("outer_space.jpg")
screenpar = [bg.get_width(), bg.get_height()]
def main():
#various useless crap
for enemy_s in enemiesupdate:
#do lots of stuff to determine the x- position and direction of movement of the ship
#and pass these values to OrbitalCoordinates
enemy_s.turnLeft(screenpar)
ypos = OrbitalCoordinates(screenpar, where_strong_enemy[0], radius, quadrant)
enemy_s.update(screenpar, where_strong_enemy[0], ypos, quadrant, 0)
where_strong_enemy = list(enemy_s.whereEnemy())
#then check if the y-coordinates are close to the middle of the screen to tweak them a
#little bit
screen.blit(bg, [0, 0])
enemiesupdate.draw(screen)
pygame.display.flip()
I omitted chunks of code that I deem unnecessary. I'm sure there's some stupid mistake I'm making.
Read the documentation of pygame.sprite.Group.draw
:
Draws the contained Sprites to the Surface argument. This uses the
Sprite.image
attribute for the source surface, andSprite.rect
for the position.
Therefore, the rotated image must be stored in the image
attribute. You will not see any rotation because you save the rotated image in the image2
attribute, but image
is the originally rotated image. Store the original image in original_image
and the rotated image in image
:
class EnemiesStrong(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load("enemy3.png").convert_alpha()
self.image = self.original_image
self.rect = self.image.get_rect()
self.angle = 0
def update(self):
# [...]
self.image = pygame.transform.rotate(self.original_image, self.angle)
self.rect = self.image.get_rect(center = oldcenter)
# [...]
See also Move and rotate.
Minimal example:
import pygame
class EnemiesStrong(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.original_image = pygame.image.load(r"arrow_up.png").convert_alpha()
self.image = self.original_image
self.rect = self.image.get_rect()
self.angle = 0
def initLoc(self, pos, radius):
self.pos = pos
self.radius = radius
def update(self):
center = pygame.math.Vector2(self.pos) + pygame.math.Vector2(0, -self.radius).rotate(-self.angle)
self.image = pygame.transform.rotate(self.original_image, self.angle)
self.rect = self.image.get_rect(center = (round(center.x), round(center.y)))
def turnLeft(self):
self.angle = (self.angle + 1) % 360
pygame.init()
window = pygame.display.set_mode((500, 500))
clock = pygame.time.Clock()
enemy_s = EnemiesStrong()
enemy_s.initLoc(window.get_rect().center, 100)
all_sprites = pygame.sprite.Group(enemy_s)
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
enemy_s.turnLeft()
all_sprites.update()
window.fill(0)
pygame.draw.circle(window, (127, 127, 127), window.get_rect().center, 100, 1)
all_sprites.draw(window)
pygame.display.flip()
pygame.quit()
exit()
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