如何用鼠标旋转图像 python

How do I make image rotate with mouse python

所以我一直在努力使我的大炮图像旋转到鼠标所在的位置,但我尝试的代码有问题。我的大炮没有跟随我的鼠标,当我放置旋转代码时我失去了我的其他精灵,我已经尝试了将在下面显示的代码,但是我尝试过的代码导致了我的问题。下面还有我的大炮和我的另一个精灵。

我的代码和我尝试过的方法

import pygame,math
pygame.init()

# Windowing screen width and height
width = 700
height = 500
window = pygame.display.set_mode((width,height))

# Name of window
pygame.display.set_caption("Game")

# A Part of cannon rotating

def blitRotate(surf, image, pos, originPos, angle):

    # calcaulate the axis aligned bounding box of the rotated image
    w, h         = image.get_size()
    sin_a, cos_a = math.sin(math.radians(angle)), math.cos(math.radians(angle)) 
    min_x, min_y = min([0, sin_a*h, cos_a*w, sin_a*h + cos_a*w]), max([0, sin_a*w, -cos_a*h, sin_a*w - cos_a*h])

    # calculate the translation of the pivot 
    pivot        = pygame.math.Vector2(originPos[0], -originPos[1])
    pivot_rotate = pivot.rotate(angle)
    pivot_move   = pivot_rotate - pivot

    # calculate the upper left origin of the rotated image
    origin = (pos[0] - originPos[0] + min_x - pivot_move[0], pos[1] - originPos[1] - min_y + pivot_move[1])

    # get a rotated image
    rotated_image = pygame.transform.rotate(image, angle)

    # rotate and blit the image
    surf.blit(rotated_image, origin)
 
#####

# Player class
class Player:
    def __init__(self,x,y,width,height,color):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.color = color
        self.speed = 4
        self.cannon = pygame.image.load("img/cannon.png")
        self.cannon2 = pygame.image.load("img/cannon2.png")
        self.cannon = pygame.transform.scale(self.cannon,(self.cannon.get_width()//2, self.cannon.get_height()//2))
        self.cannon2 = pygame.transform.scale(self.cannon2,(self.cannon2.get_width()//2, self.cannon2.get_height()//2))
        self.rect = pygame.Rect(x,y,width,height)
        #Another part of cannon roting
        self.image = self.cannon
        self.rect  = self.image.get_rect(center = (self.x, self.y))
        self.look_at_pos = (self.x, self.y)

        self.isLookingAtPlayer = False
        self.look_at_pos = (x,y)

        
    def get_rect(self):
        self.rect.topleft = (self.x,self.y)
        return self.rect
    def draw(self):
        self.rect.topleft = (self.x,self.y)
        pygame.draw.rect(window,self.color,self.rect)


        player_rect = self.cannon.get_rect(center = self.get_rect().center)
        player_rect.centerx -= 0.4
        player_rect.centery += 0
        window.blit(self.cannon,player_rect)

        player_rect = self.cannon2.get_rect(center = self.get_rect().center)
        player_rect.centerx -= 0.7
        player_rect.centery += 30
        window.blit(self.cannon2,player_rect)

        # Another part of cannon rotating     
        dx = self.look_at_pos[0] - self.rect.centerx
        dy = self.look_at_pos[1] - self.rect.centery 
        
        angle = (180/math.pi) * math.atan2(-dy, dx)
  
        gun_size = self.image.get_size()
        pivot = (8, gun_size[1]//2)
        blitRotate(window, self.image, self.rect.center, pivot, angle)
  
    def lookAt( self, coordinate ):
        self.look_at_pos = coordinate
        
        


# The color white
white = (255,255,255)

# The xy cords, width, height and color of my classes[]

playerman = Player(350,416,34,75,white)

# This is where my balloons get hit by the bullet and disappers
# redrawing window
def redrawwindow():
    window.fill((0,0,0))

    # drawing the player in window
    playerman.draw()



# Frames for game
fps = 30
clock = pygame.time.Clock()
#projectile empty list
bullets = []
# main loop
run = True
while run:
    clock.tick(fps)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False

    # cannon rotation
    mousex, mousey = pygame.mouse.get_pos()
    if not playerman.isLookingAtPlayer:
        playerman.lookAt((mousex, mousey))

                    
    # telling game that key means when a key get pressed
    keys = pygame.key.get_pressed()

    # The player moving when the key a is pressed
    if keys[pygame.K_a] and playerman.x > playerman.speed:
        playerman.x -= playerman.speed

    # The player moving when the key a is pressed
    if keys[pygame.K_d] and playerman.x < 500 - playerman.width - playerman.height:
        playerman.x += playerman.speed

    # Calling the redraw function
    redrawwindow()
    # updating game
    pygame.display.update()
# quiting the game
pygame.quit()

遵循 答案中的建议。你必须考虑大炮图像的方向:

angle = (180/math.pi) * math.atan2(-dy, dx) - 90

angle = (180/math.pi) * math.atan2(-dy, dx) - 90

How do I rotate an image around its center using PyGame? and
blitRotate的第二个参数(pos)是window中轴心点的位置,第三个参数(originPos)是轴心点在window中的位置旋转 表面:

blitRotate(window, self.image, self.rect.center, pivot, angle)

gun_size = self.image.get_size()
pivot_abs = player_rect.centerx, player_rect.top + 10
pivot_rel = (gun_size[0] // 2, 105)
        
blitRotate(window, self.image,pivot_abs, pivot_rel, angle)

完成Player.draw方法:

class Player:
    # [...]

    def draw(self):
        self.rect.topleft = (self.x,self.y)
    
        player_rect = self.cannon2.get_rect(center = self.get_rect().center)
        player_rect.centerx -= 0
        player_rect.centery -= 10
    
        # Another part of cannon rotating     
        dx = self.look_at_pos[0] - self.rect.centerx
        dy = self.look_at_pos[1] - self.rect.centery 
        
        angle = (180/math.pi) * math.atan2(-dy, dx) - 90
  
        gun_size = self.image.get_size()
        pivot_abs = player_rect.centerx, player_rect.top + 10
        pivot_rel = (gun_size[0] // 2, 105)
        
        pygame.draw.rect(window,self.color,self.rect)
        blitRotate(window, self.image,pivot_abs, pivot_rel, angle)
        window.blit(self.cannon2,player_rect)