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如何向鼠标方向旋转精灵并移动它?

[英]How do I rotate a sprite towards the mouse and move it?

我感到困惑的是,在我的代码中,精灵的坐标似乎没有改变它所在的位置。 放置(200, 200)与放置 (900, 100000) 相同。 所以基本上我无法协调指定 position 中的精灵。你能帮忙吗?

将学分转给 Ann Zen 但是我的精灵问题Pygame 精灵没有相应地转向鼠标

我的代码:

import pygame
from math import atan2, degrees
# tank = pygame.image.load('Sprite0.png')
wn = pygame.display.set_mode((400, 400))

class Player(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.image.load('Sprite0.png')
        self.x = 0
        self.y = 0
        self.rect = self.image.get_rect()



    def point_at(self, x, y):
        rotated_image = pygame.transform.rotate(self.image, degrees(atan2(x-self.rect.x, y-self.rect.y)))
        new_rect = rotated_image.get_rect(center=self.rect.center)
        wn.fill((255, 255, 255))
        wn.blit(rotated_image, new_rect.topleft)




player = Player()
while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
        elif event.type == pygame.MOUSEMOTION:
            player.point_at(*pygame.mouse.get_pos())

    # wn.blit(tank, Player)
    pygame.display.update()

删除elif event.type == pygame.MOUSEMOTION:块,并将player.point_at(*pygame.mouse.get_pos())直接放入while循环。

创建一个时钟,使精灵 zip 不会离开屏幕。

最后,添加

    keys = pygame.key.get_pressed()
    if keys[pygame.K_w]:
        player.rect.y -= 1
    if keys[pygame.K_s]:
        player.rect.y += 1
    if keys[pygame.K_a]:
        player.rect.x -= 1
    if keys[pygame.K_d]:
        player.rect.x += 1

来控制播放器。

例子:

import pygame
from math import atan2, degrees

wn = pygame.display.set_mode((400, 400))

class Player(pygame.sprite.Sprite):
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.Surface((30, 40), pygame.SRCALPHA)
        self.image.fill((255, 0, 0))
        self.rect = self.image.get_rect(topleft=(185, 180))

    def point_at(self, x, y):
        rotated_image = pygame.transform.rotate(self.image, degrees(atan2(x-self.rect.x, y-self.rect.y)))
        new_rect = rotated_image.get_rect(center=self.rect.center)
        wn.fill((0, 0, 0))
        wn.blit(rotated_image, new_rect.topleft)

player = Player()
clock = pygame.time.Clock() # Create the clock

while True:
    clock.tick(30) # Use the clock
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()

    keys = pygame.key.get_pressed() # Get al the pressed keys
    if keys[pygame.K_w]:
        player.rect.y -= 1
    if keys[pygame.K_s]:
        player.rect.y += 1
    if keys[pygame.K_a]:
        player.rect.x -= 1
    if keys[pygame.K_d]:
        player.rect.x += 1
        
    player.point_at(*pygame.mouse.get_pos()) # Put this here
    pygame.display.update()

Output:

在此处输入图像描述

请阅读如何将图像(播放器)旋转到鼠标方向的答案? 小心。 角度的计算

degrees(atan2(x-self.rect.x, y-self.rect.y))

偶然工作。 它有效,因为atan2(x, y) == atan2(-y, x)-pi/2

矢量 ( x , y ) 的角度是atan2(y, x) y 轴需要反转 ( -y ),因为 y 轴通常指向上方,但在 PyGame 坐标系中,y 轴指向下方。 您的Sprite很可能指向上方并且您想要计算:

angle = degrees(atan2(self.rect.y - y, x - self.rect.x)) - 90

分别

direction = pygame.math.Vector2(x, y) - self.rect.center
angle = direction.angle_to((0, -1))

另见如何知道两点之间的角度?


Sprite绘制在存储在rect属性中的位置。 您根本不需要xy属性。 只需设置矩形 ( rect ) 的位置。
xy arguments 添加到构造函数中:

class Player(pygame.sprite.Sprite):
    def __init__(self, x, y):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.image.load('Sprite0.png')
        self.rect = self.image.get_rect(center = (x, y))

添加方法move并使用pygame.Rect.move_ip更改Sprite的 position :

class Player(pygame.sprite.Sprite):
    # [...]

    def move(self, x, y):
        self.rect.move_ip(x, y)

调用move ,当你想改变Sprite的 position 时:

keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
    player.move(0, -1)
if keys[pygame.K_s]:
    player.move(0, 1)
if keys[pygame.K_a]:
    player.move(-1, 0)
if keys[pygame.K_d]:
    player.move(1, 0)

分别

keys = pygame.key.get_pressed()
player.move(keys[pygame.K_d]-keys[pygame.K_a], keys[pygame.K_s]-keys[pygame.K_w])

Sprite应始终包含在pygame.sprite.Group中。 参见pygame.sprite.Group.draw()

将包含的 Sprites 绘制到 Surface 参数。 这对源表面使用Sprite.image属性,对Sprite.rect使用 Sprite.rect。

添加一个并将Sprite添加到中:

player = Player(200, 200)
all_sprites = pygame.sprite.Group(player)

当你想绘制Group中的所有Sprites时调用draw

all_sprites.draw(wn)

确保旋转后的图像存储在image属性中:

class Player(pygame.sprite.Sprite):
    def __init__(self, x, y):
        pygame.sprite.Sprite.__init__(self)
        self.original_image = pygame.image.load('Sprite0.png')
        self.image = self.original_image
        self.rect = self.image.get_rect(center = (x, y))

    def point_at(self, x, y):
        direction = pygame.math.Vector2(x, y) - self.rect.center
        angle = direction.angle_to((0, -1))
        self.image = pygame.transform.rotate(self.original_image, angle)
        self.rect = self.image.get_rect(center=self.rect.center)

    # [...]

最小的例子: repl.it/@Rabbid76/PyGame-SpriteRotateToMouse

import pygame
wn = pygame.display.set_mode((400, 400))
clock = pygame.time.Clock()

class Player(pygame.sprite.Sprite):
    def __init__(self, x, y):
        pygame.sprite.Sprite.__init__(self)
        self.original_image = pygame.image.load('Sprite0.png')
        self.image = self.original_image
        self.rect = self.image.get_rect(center = (x, y))
        self.velocity = 5

    def point_at(self, x, y):
        direction = pygame.math.Vector2(x, y) - self.rect.center
        angle = direction.angle_to((0, -1))
        self.image = pygame.transform.rotate(self.original_image, angle)
        self.rect = self.image.get_rect(center=self.rect.center)

    def move(self, x, y):
        self.rect.move_ip(x * self.velocity, y * self.velocity)


player = Player(200, 200)
all_sprites = pygame.sprite.Group(player)

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

    player.point_at(*pygame.mouse.get_pos())
    keys = pygame.key.get_pressed()
    player.move(keys[pygame.K_d]-keys[pygame.K_a], keys[pygame.K_s]-keys[pygame.K_w])

    wn.fill((255, 255, 255))
    all_sprites.draw(wn)
    pygame.display.update()

如果你想在鼠标的方向移动 object ,那么你必须添加一个directionposition类型的属性pygame.math.Vecotr2 方向在point_at中改变,position 在move中改变,具体取决于方向。 必须更新rect属性。


最小的例子: repl.it/@Rabbid76/PyGame-SpriteFollowMouse

import pygame
wn = pygame.display.set_mode((400, 400))
clock = pygame.time.Clock()

class Player(pygame.sprite.Sprite):
    def __init__(self, x, y):
        pygame.sprite.Sprite.__init__(self)
        self.original_image = pygame.image.load('Sprite0.png')
        self.image = self.original_image
        self.rect = self.image.get_rect(center = (x, y))
        self.direction = pygame.math.Vector2((0, -1))
        self.velocity = 5
        self.position = pygame.math.Vector2(x, y)

    def point_at(self, x, y):
        self.direction = pygame.math.Vector2(x, y) - self.rect.center
        if self.direction.length() > 0:
            self.direction = self.direction.normalize()
        angle = self.direction.angle_to((0, -1))
        self.image = pygame.transform.rotate(self.original_image, angle)
        self.rect = self.image.get_rect(center=self.rect.center)

    def move(self, x, y):
        self.position -= self.direction * y * self.velocity
        self.position += pygame.math.Vector2(-self.direction.y, self.direction.x) * x * self.velocity
        self.rect.center = round(self.position.x), round(self.position.y)


player = Player(200, 200)
all_sprites = pygame.sprite.Group(player)

while True:
    clock.tick(60)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
        elif event.type == pygame.MOUSEMOTION:
            player.point_at(*event.pos)

    keys = pygame.key.get_pressed()
    player.move(keys[pygame.K_d]-keys[pygame.K_a], keys[pygame.K_s]-keys[pygame.K_w])

    wn.fill((255, 255, 255))
    all_sprites.draw(wn)
    pygame.display.update()

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