如何向鼠标方向旋转精灵并移动它?
How do I rotate a sprite towards the mouse and move it?
我很困惑,在我的代码中,精灵的坐标似乎没有改变它所在的位置。输入 (200, 200)
等同于输入 (900, 100000)。所以基本上我无法在指定位置协调精灵。你能帮忙吗?
感谢 Ann Zen
但是我的精灵问题
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,将player.point_at(*pygame.mouse.get_pos())
直接放入while
循环。
创建一个时钟,这样精灵就不会滑出屏幕。
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
控制播放器。
示例:
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()
输出:
请仔细阅读的答案。角度的计算
degrees(atan2(x-self.rect.x, y-self.rect.y))
工作偶然。它有效,因为 atan2(x, y) == atan2(-y, x)-pi/2
.
矢量(x、y)的角度为atan2(y, x)
。 y轴需要反转(-y
)因为y轴一般是向上的,但是在PyGame坐标系中y轴是向下的。很可能您的 Sprite 指向上方并且您想计算:
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
Sprite 绘制在 rect
属性中存储的位置。您根本不需要 x
和 y
属性。只需设置矩形的位置 (rect
)。
向构造函数添加 x 和 y 参数:
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
改变精灵的位置:
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的位置时:
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])
A Sprite 应始终包含在 pygame.sprite.Group
. See pygame.sprite.Group.draw()
:
中
Draws the contained Sprites to the Surface argument. This uses the Sprite.image
attribute for the source surface, and Sprite.rect
for the position.
添加一个Group并将Sprite添加到Group:
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)
# [...]
最小示例: 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对象,那么你必须添加 direction
和 position
类型的 pygame.math.Vecotr2
属性。方向在 point_at
中改变,位置在 move
中改变,具体取决于方向。 rect
属性必须更新。
最小示例: 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()
我很困惑,在我的代码中,精灵的坐标似乎没有改变它所在的位置。输入 (200, 200)
等同于输入 (900, 100000)。所以基本上我无法在指定位置协调精灵。你能帮忙吗?
感谢 Ann Zen
但是我的精灵问题
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,将player.point_at(*pygame.mouse.get_pos())
直接放入while
循环。
创建一个时钟,这样精灵就不会滑出屏幕。
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
控制播放器。
示例:
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()
输出:
请仔细阅读
degrees(atan2(x-self.rect.x, y-self.rect.y))
工作偶然。它有效,因为 atan2(x, y) == atan2(-y, x)-pi/2
.
矢量(x、y)的角度为atan2(y, x)
。 y轴需要反转(-y
)因为y轴一般是向上的,但是在PyGame坐标系中y轴是向下的。很可能您的 Sprite 指向上方并且您想计算:
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
Sprite 绘制在 rect
属性中存储的位置。您根本不需要 x
和 y
属性。只需设置矩形的位置 (rect
)。
向构造函数添加 x 和 y 参数:
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
改变精灵的位置:
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的位置时:
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])
A Sprite 应始终包含在 pygame.sprite.Group
. See pygame.sprite.Group.draw()
:
Draws the contained Sprites to the Surface argument. This uses the
Sprite.image
attribute for the source surface, andSprite.rect
for the position.
添加一个Group并将Sprite添加到Group:
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)
# [...]
最小示例:
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对象,那么你必须添加 direction
和 position
类型的 pygame.math.Vecotr2
属性。方向在 point_at
中改变,位置在 move
中改变,具体取决于方向。 rect
属性必须更新。
最小示例:
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()