Pygame 让精灵在给定的旋转中行走
Pygame make sprite walk in given rotation
很久以前我做了一个小脚本,我想用Pygame转换成Python。
有很多示例显示图像的旋转,但我想知道如何在不改变图像的情况下更改精灵的旋转以使其沿给定方向移动。
这是我的 Scratch 代码:
这是我的 Pygame 精灵 class:
class Star(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = img_star
self.rect = self.image.get_rect()
self.velocity = [0, 0]
self.rect.x = random.randint(0, window_x)
self.rect.y = random.randint(0, window_y)
使用 MOUSEBUTTONDOWN
事件检测何时单击鼠标:
if event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = event.pos
计算精灵中心到鼠标点击位置的向量:
dx = mouse_x - star.rect.centerx
dy = mouse_y - star.rect.centery
计算向量的长度 (Euclidean distance):
dist = math.sqrt(dx*dx + dy*dy)
或
dist = math.hypot(dx, dy)
规范化向量 (Unit vector)。归一化向量的长度为 1:
if dist > 0:
dx /= dist
dy /= dist
将对象沿矢量方向移动一定步数:
star.rect.x += steps * dx
star.rect.y += steps * dy
最小示例:
import pygame, random, math
class Star(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = img_star
self.rect = self.image.get_rect()
self.velocity = [0, 0]
self.rect.x = random.randint(0, window_x)
self.rect.y = random.randint(0, window_y)
pygame.init()
window_x, window_y = 500, 500
window = pygame.display.set_mode((window_x, window_y))
clock = pygame.time.Clock()
img_star = pygame.Surface((20, 20), pygame.SRCALPHA)
pygame.draw.circle(img_star, (255, 255, 0), (10, 10), 10)
star = Star()
group = pygame.sprite.Group(star)
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = event.pos
dx = mouse_x - star.rect.centerx
dy = mouse_y - star.rect.centery
dist = math.sqrt(dx*dx + dy*dy)
steps = 10
if dist > 0:
star.rect.x += steps * dx / dist
star.rect.y += steps * dy / dist
window.fill(0)
group.draw(window)
pygame.display.flip()
pygame.quit()
exit()
很久以前我做了一个小脚本,我想用Pygame转换成Python。
有很多示例显示图像的旋转,但我想知道如何在不改变图像的情况下更改精灵的旋转以使其沿给定方向移动。
这是我的 Scratch 代码:
这是我的 Pygame 精灵 class:
class Star(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = img_star
self.rect = self.image.get_rect()
self.velocity = [0, 0]
self.rect.x = random.randint(0, window_x)
self.rect.y = random.randint(0, window_y)
使用 MOUSEBUTTONDOWN
事件检测何时单击鼠标:
if event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = event.pos
计算精灵中心到鼠标点击位置的向量:
dx = mouse_x - star.rect.centerx
dy = mouse_y - star.rect.centery
计算向量的长度 (Euclidean distance):
dist = math.sqrt(dx*dx + dy*dy)
或
dist = math.hypot(dx, dy)
规范化向量 (Unit vector)。归一化向量的长度为 1:
if dist > 0:
dx /= dist
dy /= dist
将对象沿矢量方向移动一定步数:
star.rect.x += steps * dx
star.rect.y += steps * dy
最小示例:
import pygame, random, math
class Star(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = img_star
self.rect = self.image.get_rect()
self.velocity = [0, 0]
self.rect.x = random.randint(0, window_x)
self.rect.y = random.randint(0, window_y)
pygame.init()
window_x, window_y = 500, 500
window = pygame.display.set_mode((window_x, window_y))
clock = pygame.time.Clock()
img_star = pygame.Surface((20, 20), pygame.SRCALPHA)
pygame.draw.circle(img_star, (255, 255, 0), (10, 10), 10)
star = Star()
group = pygame.sprite.Group(star)
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = event.pos
dx = mouse_x - star.rect.centerx
dy = mouse_y - star.rect.centery
dist = math.sqrt(dx*dx + dy*dy)
steps = 10
if dist > 0:
star.rect.x += steps * dx / dist
star.rect.y += steps * dy / dist
window.fill(0)
group.draw(window)
pygame.display.flip()
pygame.quit()
exit()