I am new to pygame and trying to develop a game in which the player moves with arrow keys and rotates around with the position of mouse (like mini miltia). But I am able to rotate the player but not able to move it around. It is only showing the player with rotation but it is not moving.
def rot_center(image, rect, angle):
rot_image = pygame.transform.rotate(image, angle)
rot_rect = rot_image.get_rect(center=rect.center)
return rot_image, rot_rect
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image_orig = load_image('player.png')
self.image = self.image_orig
self.rect = self.image.get_rect()
self.rect_orig = self.rect
self.mask = pygame.mask.from_surface(self.image)
self.x, self.y = int(pygame.display.Info().current_w / 2), int(pygame.display.Info().current_h / 2)
self.rect.topleft = self.x, self.y
self.health = 100
self.damage_done = 0
self.chspeed_x = 10
self.chspeed_y = 10
self.dir = 0
def rot_aim(self, tx, ty):
self.dir = (math.atan2(self.y - ty, self.x - tx) * 180 / PI)
self.image, self.rect = rot_center(self.image_orig, self.rect_orig, self.dir)
def move(self, dx, dy):
self.chspeed_x = dx
self.chspeed_y = dy
self.x = self.x + self.chspeed_x * math.cos(math.radians(270 - self.dir))
self.y = self.y + self.chspeed_y * math.cos(math.radians(270 - self.dir))
def main():
pygame.init()
screen = pygame.display.set_mode((800, 600))
clock = pygame.time.Clock()
FPS = 30
paused = False
player = Player()
player_s = pygame.sprite.Group()
player_s.add(player)
while not paused:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.MOUSEMOTION:
mousepos = pygame.mouse.get_pos()
mouseX = mousepos[0]
mouseY = mousepos[1]
player.rot_aim(mousepos[1], mousepos[0])
if event.type == pygame.KEYDOWN:
if event.type == pygame.K_UP:
player.move(0, 10)
if event.type == pygame.K_DOWN:
player.move(0, -10)
if event.type == pygame.K_RIGHT:
player.move(10, 0)
if event.type == pygame.K_LEFT:
player.move(-10, 0)
player_s.draw(screen)
clock.tick(FPS)
pygame.display.flip()
You missed to update self.rect
after rotating or moving the player. Actually the position of the player ( self.x
, self.y
) is changed. But since self.rect
is used to draw the player, this attribute has to be updated by the position. The position has to be round
, because a pygame.Rect
object stores integral values:
class Player(pygame.sprite.Sprite):
# [...]
def rot_aim(self, tx, ty):
self.dir = (math.atan2(self.y - ty, self.x - tx) * 180 / PI)
self.image, self.rect = rot_center(self.image_orig, self.rect_orig, self.dir)
self.rect.center = round(self.x), round(self.y) # <--- this is missing
def move(self, dx, dy):
self.chspeed_x = dx
self.chspeed_y = dy
self.x = self.x + self.chspeed_x * math.cos(math.radians(270 - self.dir))
self.y = self.y + self.chspeed_y * math.cos(math.radians(270 - self.dir))
self.rect.center= round(self.x), round(self.y) # <--- this is missing
Further more there is a typo. You have to compare event.key
to the button rather than event.type
For instance:
if event.type == pygame.K_UP:
if event.key == pygame.K_UP:
# [...]
Anyway I recommend to use pygame.key.get_pressed()
rather than the button events, to achieve a continuously and smooth movement.
Finally clear the background by screen.fill(0)
before drawing the scene:
def main():
# [...]
while not paused:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.MOUSEMOTION:
mousepos = pygame.mouse.get_pos()
mouseX = mousepos[0]
mouseY = mousepos[1]
player.rot_aim(mousepos[1], mousepos[0])
keys = pygame.key.get_pressed()
if keys[pygame.K_UP]:
player.move(0, -10)
if keys[pygame.K_DOWN]:
player.move(0, 10)
if keys[pygame.K_RIGHT]:
player.move(10, 0)
if keys[pygame.K_LEFT]:
player.move(-10, 0)
screen.fill(0)
player_s.draw(screen)
clock.tick(FPS)
pygame.display.flip()
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