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Pygame在曲面内旋转矩形

[英]Pygame Rotate Rectangles within 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。 表面上画有三个矩形,代表玩家。 按下向左和向右键时,所有矩形均围绕中心点正确旋转。 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。 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()

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。
按下K_RIGHTK_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
        # [...] 

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。

创建一个旋转表面,其通过旋转Player.angleblit旋转表面:

rotSurf = pygame.transform.rotate(Player.surf, Player.angle)
screen.blit(rotSurf, Player.rect)

辉煌@ Rabbid76! 谢谢!

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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