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[英]How can you rotate the sprite and shoot the bullets towards the mouse position?
[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:
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))
Sprite绘制在存储在rect
属性中的位置。 您根本不需要x
和y
属性。 只需设置矩形 ( rect
) 的位置。
将x和y 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。
添加一个组并将Sprite添加到组中:
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direction
和position
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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