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如何在 pygame 中移動時旋轉圖像

[英]How to rotate image while moving in pygame

我是 pygame 的新手,並試圖開發一個游戲,玩家用箭頭鍵移動並用鼠標的 position(如迷你 miltia)旋轉。 但是我可以旋轉播放器但不能移動它。 它只顯示旋轉的玩家,但它沒有移動。

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()

您在旋轉或移動播放器后錯過了更新self.rect 實際上播放器( self.xself.y )的 position 已更改。 但是由於self.rect是用來繪制玩家的,所以這個屬性必須由 position 更新。 position 必須是round ,因為pygame.Rect object 存儲整數值:

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

此外還有一個錯字。 您必須將event.key與按鈕進行比較,而不是event.type

例如:

if event.type == pygame.K_UP:

if event.key == pygame.K_UP:
    # [...]

無論如何,我建議使用pygame.key.get_pressed()而不是按鈕事件,以實現連續平穩的移動。
最后在繪制場景之前通過screen.fill(0)清除背景:

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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