在 pygame 中旋转一个矩形(不是图像)
Rotating a rectangle (not image) in pygame
在 pygame 中,我对程序中的所有矩形使用 pygame.draw.rect(screen, color, rectangle)
。我希望能够将这些矩形旋转到任意角度。我看过以下代码来旋转 IMAGES,但我的问题是 RECTANGLES。
pygame.transform.rotate(image, angle)
但我正在处理矩形,我没有可以旋转的图像或 "surface"。当我尝试使用
旋转矩形时
rect = pygame.draw.rect(screen, self.color, self.get_rectang())
rotatedRect = pygame.transform.rotate(rect, self.rotation)
screen.blit(rotatedRect)
这在 .rotate()
的行上给出 TypeError: must be pygame.Surface, not pygame.Rect
我的问题是,如何在 pygame.
中旋转并显示 RECTANGLE(x,y,w,h)
,而不是图像
这是 "potential duplicate" 的链接 post 不是重复项。一个答案解释了旋转矩形的后果,另一个使用旋转图像的代码。
在这里查看第二个答案:Rotating a point about another point (2D)
我认为矩形只能是水平的或垂直的。您需要定义角并旋转它们,然后在它们之间绘制和填充。
另一种方法是 class
class myRect(pygame.Surface):
def __init__(self, parent, xpos, ypos, width, height):
super(myRect, self).__init__(width, height)
self.xpos = xpos
self.ypos = ypos
self.parent = parent
def update(self, parent):
parent.blit(self, (self.xpos, self.ypos))
def rotate(self, angle):
#(your rotation code goes here)
并改用它,因为这样您就可以使用变换功能旋转它。
import pygame as py
# define constants
WIDTH = 500
HEIGHT = 500
FPS = 30
# define colors
BLACK = (0 , 0 , 0)
GREEN = (0 , 255 , 0)
# initialize pygame and create screen
py.init()
screen = py.display.set_mode((WIDTH , HEIGHT))
# for setting FPS
clock = py.time.Clock()
rot = 0
rot_speed = 2
# define a surface (RECTANGLE)
image_orig = py.Surface((100 , 100))
# for making transparent background while rotating an image
image_orig.set_colorkey(BLACK)
# fill the rectangle / surface with green color
image_orig.fill(GREEN)
# creating a copy of orignal image for smooth rotation
image = image_orig.copy()
image.set_colorkey(BLACK)
# define rect for placing the rectangle at the desired position
rect = image.get_rect()
rect.center = (WIDTH // 2 , HEIGHT // 2)
# keep rotating the rectangle until running is set to False
running = True
while running:
# set FPS
clock.tick(FPS)
# clear the screen every time before drawing new objects
screen.fill(BLACK)
# check for the exit
for event in py.event.get():
if event.type == py.QUIT:
running = False
# making a copy of the old center of the rectangle
old_center = rect.center
# defining angle of the rotation
rot = (rot + rot_speed) % 360
# rotating the orignal image
new_image = py.transform.rotate(image_orig , rot)
rect = new_image.get_rect()
# set the rotated rectangle to the old center
rect.center = old_center
# drawing the rotated rectangle to the screen
screen.blit(new_image , rect)
# flipping the display after drawing everything
py.display.flip()
py.quit()
基础pygame功能的快速替换添加旋转:
def rectRotated( surface, color, pos, fill, border_radius, angle ):
"""
- angle in degree
"""
max_area = max(pos[2],pos[3])
s = pg.Surface((max_area,max_area))
s = s.convert_alpha()
s.fill((0,0,0,0))
pg.draw.rect(s, color,(0,0,pos[2],pos[3]),fill, border_radius=border_radius)
s = pygame.transform.rotate(s,angle)
surface.blit( s, (pos[0],pos[1]) )
快速替换的更复杂版本,您可以在其中为矩形定义任意旋转中心点 - 甚至在矩形之外(在 python3 中测试):
def rectRotated( surface, color, pos, fill, border_radius, rotation_angle, rotation_offset_center = (0,0), nAntialiasingRatio = 1 ):
"""
- rotation_angle: in degree
- rotation_offset_center: moving the center of the rotation: (-100,0) will turn the rectangle around a point 100 above center of the rectangle,
if (0,0) the rotation is at the center of the rectangle
- nAntialiasingRatio: set 1 for no antialising, 2/4/8 for better aliasing
"""
nRenderRatio = nAntialiasingRatio
sw = pos[2]+abs(rotation_offset_center[0])*2
sh = pos[3]+abs(rotation_offset_center[1])*2
surfcenterx = sw//2
surfcentery = sh//2
s = pg.Surface( (sw*nRenderRatio,sh*nRenderRatio) )
s = s.convert_alpha()
s.fill((0,0,0,0))
rw2=pos[2]//2 # halfwidth of rectangle
rh2=pos[3]//2
pg.draw.rect( s, color, ((surfcenterx-rw2-rotation_offset_center[0])*nRenderRatio,(surfcentery-rh2-rotation_offset_center[1])*nRenderRatio,pos[2]*nRenderRatio,pos[3]*nRenderRatio), fill*nRenderRatio, border_radius=border_radius*nRenderRatio )
s = pygame.transform.rotate( s, rotation_angle )
if nRenderRatio != 1: s = pygame.transform.smoothscale(s,(s.get_width()//nRenderRatio,s.get_height()//nRenderRatio))
incfromrotw = (s.get_width()-sw)//2
incfromroth = (s.get_height()-sh)//2
surface.blit( s, (pos[0]-surfcenterx+rotation_offset_center[0]+rw2-incfromrotw,pos[1]-surfcentery+rotation_offset_center[1]+rh2-incfromroth) )
您不能旋转由 pygame.draw.rect
. You have to create a transparent pygame.Surface
绘制的矩形并旋转 Surface:
rect_surf = pygame.Surface((widht, height), pygame.SRCLAPHA)
rect_surf.fill(color)
参见 How do I rotate an image around its center using PyGame?,旋转 表面。
此代码模拟旋转的矩形落向地面。我在我的一个游戏中使用它来使背景看起来很棒
import pygame
import random
class Square(pygame.sprite.Sprite):
def __init__(self, x, y):
super(Square, self).__init__()
self.win = win
self.color = (128, 128, 128)
self.speed = 3
self.angle = 0
self.side = random.randint(15, 40)
self.surface = pygame.Surface((self.side, self.side), pygame.SRCALPHA)
self.surface.set_colorkey((200,200,200))
self.rect = self.surface.get_rect(center=(x, y))
def update(self, win):
center = self.rect.center
self.angle = (self.angle + self.speed) % 360
image = pygame.transform.rotate(self.surface , self.angle)
self.rect = image.get_rect()
self.rect.center = center
self.rect.y += 1.5
if self.rect.top >= HEIGHT:
self.kill()
pygame.draw.rect(self.surface, self.color, (0,0, self.side, self.side), 4)
win.blit(image, self.rect)
if __name__ == '__main__':
pygame.init()
SCREEN = WIDTH, HEIGHT = 288, 512
win = pygame.display.set_mode(SCREEN, pygame.NOFRAME)
clock = pygame.time.Clock()
FPS = 60
count = 0
square_group = pygame.sprite.Group()
running = True
while running:
win.fill((200,200,200))
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
count += 1
if count % 100 == 0:
x = random.randint(40, WIDTH-40)
y = 0
square = Square(x, y)
square_group.add(square)
count = 0
square_group.update(win)
pygame.draw.rect(win, (30,30,30), (0, 0, WIDTH, HEIGHT), 8)
clock.tick(FPS)
pygame.display.update()
pygame.quit()
这是输出,虽然它不是 gif
现在,如果您想要填充颜色的矩形而不是仅带边框的矩形,请在第 31 行更新此行
pygame.draw.rect(self.surface, self.color, (0,0, self.side, self.side))
如果你不想让矩形掉下来评论第 26 行
在 pygame 中,我对程序中的所有矩形使用 pygame.draw.rect(screen, color, rectangle)
。我希望能够将这些矩形旋转到任意角度。我看过以下代码来旋转 IMAGES,但我的问题是 RECTANGLES。
pygame.transform.rotate(image, angle)
但我正在处理矩形,我没有可以旋转的图像或 "surface"。当我尝试使用
旋转矩形时rect = pygame.draw.rect(screen, self.color, self.get_rectang())
rotatedRect = pygame.transform.rotate(rect, self.rotation)
screen.blit(rotatedRect)
这在 .rotate()
的行上给出TypeError: must be pygame.Surface, not pygame.Rect
我的问题是,如何在 pygame.
中旋转并显示 RECTANGLE(x,y,w,h)
,而不是图像
这是 "potential duplicate" 的链接 post 不是重复项。一个答案解释了旋转矩形的后果,另一个使用旋转图像的代码。
在这里查看第二个答案:Rotating a point about another point (2D)
我认为矩形只能是水平的或垂直的。您需要定义角并旋转它们,然后在它们之间绘制和填充。
另一种方法是 class
class myRect(pygame.Surface):
def __init__(self, parent, xpos, ypos, width, height):
super(myRect, self).__init__(width, height)
self.xpos = xpos
self.ypos = ypos
self.parent = parent
def update(self, parent):
parent.blit(self, (self.xpos, self.ypos))
def rotate(self, angle):
#(your rotation code goes here)
并改用它,因为这样您就可以使用变换功能旋转它。
import pygame as py
# define constants
WIDTH = 500
HEIGHT = 500
FPS = 30
# define colors
BLACK = (0 , 0 , 0)
GREEN = (0 , 255 , 0)
# initialize pygame and create screen
py.init()
screen = py.display.set_mode((WIDTH , HEIGHT))
# for setting FPS
clock = py.time.Clock()
rot = 0
rot_speed = 2
# define a surface (RECTANGLE)
image_orig = py.Surface((100 , 100))
# for making transparent background while rotating an image
image_orig.set_colorkey(BLACK)
# fill the rectangle / surface with green color
image_orig.fill(GREEN)
# creating a copy of orignal image for smooth rotation
image = image_orig.copy()
image.set_colorkey(BLACK)
# define rect for placing the rectangle at the desired position
rect = image.get_rect()
rect.center = (WIDTH // 2 , HEIGHT // 2)
# keep rotating the rectangle until running is set to False
running = True
while running:
# set FPS
clock.tick(FPS)
# clear the screen every time before drawing new objects
screen.fill(BLACK)
# check for the exit
for event in py.event.get():
if event.type == py.QUIT:
running = False
# making a copy of the old center of the rectangle
old_center = rect.center
# defining angle of the rotation
rot = (rot + rot_speed) % 360
# rotating the orignal image
new_image = py.transform.rotate(image_orig , rot)
rect = new_image.get_rect()
# set the rotated rectangle to the old center
rect.center = old_center
# drawing the rotated rectangle to the screen
screen.blit(new_image , rect)
# flipping the display after drawing everything
py.display.flip()
py.quit()
基础pygame功能的快速替换添加旋转:
def rectRotated( surface, color, pos, fill, border_radius, angle ):
"""
- angle in degree
"""
max_area = max(pos[2],pos[3])
s = pg.Surface((max_area,max_area))
s = s.convert_alpha()
s.fill((0,0,0,0))
pg.draw.rect(s, color,(0,0,pos[2],pos[3]),fill, border_radius=border_radius)
s = pygame.transform.rotate(s,angle)
surface.blit( s, (pos[0],pos[1]) )
快速替换的更复杂版本,您可以在其中为矩形定义任意旋转中心点 - 甚至在矩形之外(在 python3 中测试):
def rectRotated( surface, color, pos, fill, border_radius, rotation_angle, rotation_offset_center = (0,0), nAntialiasingRatio = 1 ):
"""
- rotation_angle: in degree
- rotation_offset_center: moving the center of the rotation: (-100,0) will turn the rectangle around a point 100 above center of the rectangle,
if (0,0) the rotation is at the center of the rectangle
- nAntialiasingRatio: set 1 for no antialising, 2/4/8 for better aliasing
"""
nRenderRatio = nAntialiasingRatio
sw = pos[2]+abs(rotation_offset_center[0])*2
sh = pos[3]+abs(rotation_offset_center[1])*2
surfcenterx = sw//2
surfcentery = sh//2
s = pg.Surface( (sw*nRenderRatio,sh*nRenderRatio) )
s = s.convert_alpha()
s.fill((0,0,0,0))
rw2=pos[2]//2 # halfwidth of rectangle
rh2=pos[3]//2
pg.draw.rect( s, color, ((surfcenterx-rw2-rotation_offset_center[0])*nRenderRatio,(surfcentery-rh2-rotation_offset_center[1])*nRenderRatio,pos[2]*nRenderRatio,pos[3]*nRenderRatio), fill*nRenderRatio, border_radius=border_radius*nRenderRatio )
s = pygame.transform.rotate( s, rotation_angle )
if nRenderRatio != 1: s = pygame.transform.smoothscale(s,(s.get_width()//nRenderRatio,s.get_height()//nRenderRatio))
incfromrotw = (s.get_width()-sw)//2
incfromroth = (s.get_height()-sh)//2
surface.blit( s, (pos[0]-surfcenterx+rotation_offset_center[0]+rw2-incfromrotw,pos[1]-surfcentery+rotation_offset_center[1]+rh2-incfromroth) )
您不能旋转由 pygame.draw.rect
. You have to create a transparent pygame.Surface
绘制的矩形并旋转 Surface:
rect_surf = pygame.Surface((widht, height), pygame.SRCLAPHA)
rect_surf.fill(color)
参见 How do I rotate an image around its center using PyGame?,旋转 表面。
此代码模拟旋转的矩形落向地面。我在我的一个游戏中使用它来使背景看起来很棒
import pygame
import random
class Square(pygame.sprite.Sprite):
def __init__(self, x, y):
super(Square, self).__init__()
self.win = win
self.color = (128, 128, 128)
self.speed = 3
self.angle = 0
self.side = random.randint(15, 40)
self.surface = pygame.Surface((self.side, self.side), pygame.SRCALPHA)
self.surface.set_colorkey((200,200,200))
self.rect = self.surface.get_rect(center=(x, y))
def update(self, win):
center = self.rect.center
self.angle = (self.angle + self.speed) % 360
image = pygame.transform.rotate(self.surface , self.angle)
self.rect = image.get_rect()
self.rect.center = center
self.rect.y += 1.5
if self.rect.top >= HEIGHT:
self.kill()
pygame.draw.rect(self.surface, self.color, (0,0, self.side, self.side), 4)
win.blit(image, self.rect)
if __name__ == '__main__':
pygame.init()
SCREEN = WIDTH, HEIGHT = 288, 512
win = pygame.display.set_mode(SCREEN, pygame.NOFRAME)
clock = pygame.time.Clock()
FPS = 60
count = 0
square_group = pygame.sprite.Group()
running = True
while running:
win.fill((200,200,200))
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
count += 1
if count % 100 == 0:
x = random.randint(40, WIDTH-40)
y = 0
square = Square(x, y)
square_group.add(square)
count = 0
square_group.update(win)
pygame.draw.rect(win, (30,30,30), (0, 0, WIDTH, HEIGHT), 8)
clock.tick(FPS)
pygame.display.update()
pygame.quit()
这是输出,虽然它不是 gif
现在,如果您想要填充颜色的矩形而不是仅带边框的矩形,请在第 31 行更新此行
pygame.draw.rect(self.surface, self.color, (0,0, self.side, self.side))
如果你不想让矩形掉下来评论第 26 行