[英]Pygame Rotate Rectangles within Surface
I'm having trouble keeping track of two rectangles that I blit onto a surface after I then rotate that surface. 在旋转该曲面后,我很难追踪到我在曲面上绘制的两个矩形。 There are three rectangles draw on to the surface, representing the player.
表面上画有三个矩形,代表玩家。 As the left and right keys are pressed, the rectangles all rotate around the centre point correctly.
按下向左和向右键时,所有矩形均围绕中心点正确旋转。 When the space bar is pressed, the "lights" are supposed to toggle on and off, however they are always redrawn at the bottom of the surface.
当按下空格键时,“灯光”应该被打开和关闭,但是它们总是在表面的底部重新绘制。 Can you advise what I'm doing wrong?
你能告诉我我在做什么错吗?
import pygame
from pygame.locals import *
class Player(pygame.sprite.Sprite):
height = 48
width = 48
colour = (30,144,255)
def __init__(self):
super(Player, self).__init__()
self.surf = pygame.Surface((self.width, self.height))
self.surf.fill((0, 0, 0))
self.rect = self.surf.get_rect(center = (screen_width / 2, screen_height / 2))
self.rotation = 0
self.PlayerBody = pygame.draw.rect(self.surf, self.colour, Rect(15, 15, 20, 35))
self.PlayerLightLeft = pygame.draw.rect(self.surf, (125, 0, 0), Rect(19, 45, 4, 4))
self.PlayerLightRight = pygame.draw.rect(self.surf, (125, 0, 0), Rect(27, 45, 4, 4))
self.lights = False
self.lightsOnColour = (255, 0, 0)
self.lightsOffColour = (125, 0, 0)
self.lightsColour = self.lightsOffColour
def update(self, pressedKey):
if pressedKey == pygame.K_RIGHT:
self.surf = pygame.transform.rotate(self.surf, -90)
if pressedKey == pygame.K_LEFT:
self.surf = pygame.transform.rotate(self.surf, 90)
if pressedKey == pygame.K_SPACE:
if self.lights:
self.lightsColour = self.lightsOffColour
self.lights = False
else:
self.lightsColour = self.lightsOnColour
self.lights = True
# always draws rectangles at the bottom of the surface
self.PlayerLightLeft = pygame.draw.rect(self.surf, self.lightsColour, self.PlayerLightLeft)
self.PlayerLightRight = pygame.draw.rect(self.surf, self.lightsColour, self.PlayerLightRight)
# initialize pygame
pygame.init()
screen_width = 800
screen_height = 600
screen = pygame.display.set_mode((screen_width, screen_height))
background = pygame.Surface(screen.get_size())
background.fill((255, 255, 255))
Player = Player()
running = True
while running:
pressedKey = pygame.K_0
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
pressedKey = event.key
elif event.type == QUIT:
running = False
screen.blit(background, (0, 0))
Player.update(pressedKey)
screen.blit(Player.surf, Player.rect)
pygame.display.flip()
# end of game, quit
pygame.quit()
Don't rotate the player surface when a key is presse, but add an attribute angle
to the class Player
, which stores the current angle of the surface. 按下键时,请勿旋转播放器表面,而应将一个属性
angle
添加到类Player
,该属性存储该表面的当前角度。
Change the angle
when the K_RIGHT
or K_LEFT
key is pressed. 按下
K_RIGHT
或K_LEFT
键时更改angle
。
class Player(pygame.sprite.Sprite):
height = 48
width = 48
colour = (30,144,255)
def __init__(self):
super(Player, self).__init__()
# [...]
self.angle = 0
def update(self, pressedKey):
if pressedKey == pygame.K_RIGHT:
self.angle = (self.angle - 90) % 360
if pressedKey == pygame.K_LEFT:
self.angle = (self.angle + 90) % 360
# [...]
this causes that the original surface is never changed and changing the "lights" will always work. 这会导致原始表面永远不会更改,并且更改“灯光”将始终有效。
Create a rotated surface, which is rotated by Player.angle
and blit
the rotated surface: 创建一个旋转表面,其通过旋转
Player.angle
和blit
旋转表面:
rotSurf = pygame.transform.rotate(Player.surf, Player.angle)
screen.blit(rotSurf, Player.rect)
Brilliant @Rabbid76! 辉煌@ Rabbid76! Thank you!
谢谢!
Updated code below in case anyone has a similar problem. 如果有人遇到类似问题,下面将更新代码。
import pygame
from pygame.locals import *
class Player(pygame.sprite.Sprite):
height = 48
width = 48
colour = (30,144,255)
def __init__(self):
super(Player, self).__init__()
self.surf = pygame.Surface((self.width, self.height))
self.surf.fill((0, 0, 0))
self.rect = self.surf.get_rect(center = (screen_width / 2, screen_height / 2))
self.angle = 0
self.PlayerBody = pygame.draw.rect(self.surf, self.colour, Rect(15, 15, 20, 35))
self.PlayerLightLeft = pygame.draw.rect(self.surf, (125, 0, 0), Rect(19, 45, 4, 4))
self.PlayerLightRight = pygame.draw.rect(self.surf, (125, 0, 0), Rect(27, 45, 4, 4))
self.lights = False
self.lightsOnColour = (255, 0, 0)
self.lightsOffColour = (125, 0, 0)
self.lightsColour = self.lightsOffColour
def update(self, pressedKey):
if pressedKey == pygame.K_RIGHT:
self.angle = (self.angle - 90) % 360
if pressedKey == pygame.K_LEFT:
self.angle = (self.angle + 90) % 360
if pressedKey == pygame.K_SPACE:
if self.lights:
self.lightsColour = self.lightsOffColour
self.lights = False
else:
self.lightsColour = self.lightsOnColour
self.lights = True
self.PlayerLightLeft = pygame.draw.rect(self.surf, self.lightsColour, self.PlayerLightLeft)
self.PlayerLightRight = pygame.draw.rect(self.surf, self.lightsColour, self.PlayerLightRight)
# initialize pygame
pygame.init()
screen_width = 800
screen_height = 600
screen = pygame.display.set_mode((screen_width, screen_height))
background = pygame.Surface(screen.get_size())
background.fill((255, 255, 255))
Player = Player()
running = True
while running:
pressedKey = pygame.K_0
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
pressedKey = event.key
elif event.type == QUIT:
running = False
screen.blit(background, (0, 0))
Player.update(pressedKey)
rotSurf = pygame.transform.rotate(Player.surf, Player.angle)
screen.blit(rotSurf, Player.rect)
pygame.display.flip()
# end of game, quit
pygame.quit()
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