在波浪上旋转矩形
Rotate a rectangle over waves
我正在尝试在海浪上移动一个矩形,试图模拟小船航行。
为此,我使用绘制线条的高度旋转矩形并计算它们与矩形形成的角度。
然而,出于某种原因,在波浪的某些点上,矩形在闪烁。
代码显示了问题。
import sys
import math
import pygame
from pygame.locals import *
pygame.init()
SCREEN_WIDTH = 900
SCREEN_HEIGHT = 900
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
clock = pygame.time.Clock()
BLUE = (0, 103, 247)
RED = (255,0,0)
watter_levels = [0 for _ in range(SCREEN_WIDTH)]
def draw_water(surface, dy):
amplitude = 35
global watter_levels
for x in range(SCREEN_WIDTH):
y = int(math.sin((x)*(0.01)) * amplitude + dy)
watter_levels[x] = y
pygame.draw.aaline(surface,BLUE,(x,y),(x,y))
def get_water_level(index):
if index <= 0:
return watter_levels[0]
if index >= SCREEN_WIDTH:
return watter_levels[-1]
return watter_levels[index]
font = pygame.font.Font(None,30)
def debug(info,x=10,y=10):
display_surf = pygame.display.get_surface()
debug_surface = font.render(str(info),True,'White')
debug_rect = debug_surface.get_rect(topleft=(x,y))
pygame.draw.rect(display_surf,'Black',debug_rect)
display_surf.blit(debug_surface,debug_rect)
class Ship(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface((80,80),pygame.SRCALPHA)
self.image.fill('red')
self.rect = self.image.get_rect(topleft=(0,0))
self.copy_img = self.image.copy()
self.move = pygame.math.Vector2(0,0)
self.copy_img = self.image.copy()
self.velocity = 8
def rotate(self, angle):
self.image = pygame.transform.rotate(self.copy_img, int(angle))
self.rect = self.image.get_rect(center=(self.rect.center))
def update(self):
self.get_input()
self.rect.bottom = get_water_level(self.rect.centerx)
left_y = get_water_level(self.rect.left)
right_y = get_water_level(self.rect.right)
angle = 180*math.atan2(left_y-right_y,self.image.get_width())/math.pi
debug("angle: "+str(int(angle)))
print(self.rect.left,self.rect.right)
self.rotate(angle)
def replicate(self):
if self.rect.left == 363:
return
self.rect.x += 1
def get_input(self):
self.replicate()
# keys = pygame.key.get_pressed()
# if keys[K_LEFT]:
# self.move.x = -self.velocity
# elif keys[K_RIGHT]:
# self.move.x = self.velocity
# else:
# self.move.x = 0
# if keys[K_UP]:
# self.move.y = -self.velocity
# elif keys[K_DOWN]:
# self.move.y = self.velocity
# else:
# self.move.y = 0
# self.rect.x += self.move.x
# self.rect.y += self.move.y
# if self.rect.left <= 0:
# self.rect.left = 0
# if self.rect.right >= SCREEN_WIDTH:
# self.rect.right = SCREEN_WIDTH
ship_sprite = pygame.sprite.GroupSingle()
ship_sprite.add(Ship())
while True:
screen.fill((200,210,255,0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
ship_sprite.update()
ship_sprite.draw(screen)
draw_water(screen,SCREEN_HEIGHT-300)
clock.tick(60)
pygame.display.update()
这是关于准确性。您可以通过以浮点精度存储水位来改善结果:
def draw_water(surface, dy):
amplitude = 35
global watter_levels
for x in range(SCREEN_WIDTH):
y = math.sin(x * 0.01) * amplitude + dy
watter_levels[x] = y
pygame.draw.aaline(surface, BLUE, (x, round(y)), (x, round(y)))
此外,你必须从“未旋转”的矩形中获取左右:
class Ship(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface((80,80),pygame.SRCALPHA)
self.image.fill('red')
self.rect = self.image.get_rect(topleft = (0, 0))
self.copy_img = self.image.copy()
self.copy_rect = pygame.Rect(self.rect)
self.move = pygame.math.Vector2(0, 0)
self.velocity = 8
def rotate(self, angle):
self.image = pygame.transform.rotate(self.copy_img, round(angle))
self.rect = self.image.get_rect(center = (self.copy_rect.center))
def update(self):
self.get_input()
self.copy_rect.bottom = round(get_water_level(self.copy_rect.centerx))
left_y = get_water_level(self.copy_rect.left)
right_y = get_water_level(self.copy_rect.right)
angle = math.degrees(math.atan2(left_y-right_y, self.copy_img.get_width()))
debug("angle: " + str(round(angle)))
print(self.copy_rect.left, self.copy_rect.right)
self.rotate(angle)
def replicate(self):
if self.copy_rect.left == 363:
return
self.copy_rect.x += 1
我正在尝试在海浪上移动一个矩形,试图模拟小船航行。 为此,我使用绘制线条的高度旋转矩形并计算它们与矩形形成的角度。 然而,出于某种原因,在波浪的某些点上,矩形在闪烁。 代码显示了问题。
import sys
import math
import pygame
from pygame.locals import *
pygame.init()
SCREEN_WIDTH = 900
SCREEN_HEIGHT = 900
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
clock = pygame.time.Clock()
BLUE = (0, 103, 247)
RED = (255,0,0)
watter_levels = [0 for _ in range(SCREEN_WIDTH)]
def draw_water(surface, dy):
amplitude = 35
global watter_levels
for x in range(SCREEN_WIDTH):
y = int(math.sin((x)*(0.01)) * amplitude + dy)
watter_levels[x] = y
pygame.draw.aaline(surface,BLUE,(x,y),(x,y))
def get_water_level(index):
if index <= 0:
return watter_levels[0]
if index >= SCREEN_WIDTH:
return watter_levels[-1]
return watter_levels[index]
font = pygame.font.Font(None,30)
def debug(info,x=10,y=10):
display_surf = pygame.display.get_surface()
debug_surface = font.render(str(info),True,'White')
debug_rect = debug_surface.get_rect(topleft=(x,y))
pygame.draw.rect(display_surf,'Black',debug_rect)
display_surf.blit(debug_surface,debug_rect)
class Ship(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface((80,80),pygame.SRCALPHA)
self.image.fill('red')
self.rect = self.image.get_rect(topleft=(0,0))
self.copy_img = self.image.copy()
self.move = pygame.math.Vector2(0,0)
self.copy_img = self.image.copy()
self.velocity = 8
def rotate(self, angle):
self.image = pygame.transform.rotate(self.copy_img, int(angle))
self.rect = self.image.get_rect(center=(self.rect.center))
def update(self):
self.get_input()
self.rect.bottom = get_water_level(self.rect.centerx)
left_y = get_water_level(self.rect.left)
right_y = get_water_level(self.rect.right)
angle = 180*math.atan2(left_y-right_y,self.image.get_width())/math.pi
debug("angle: "+str(int(angle)))
print(self.rect.left,self.rect.right)
self.rotate(angle)
def replicate(self):
if self.rect.left == 363:
return
self.rect.x += 1
def get_input(self):
self.replicate()
# keys = pygame.key.get_pressed()
# if keys[K_LEFT]:
# self.move.x = -self.velocity
# elif keys[K_RIGHT]:
# self.move.x = self.velocity
# else:
# self.move.x = 0
# if keys[K_UP]:
# self.move.y = -self.velocity
# elif keys[K_DOWN]:
# self.move.y = self.velocity
# else:
# self.move.y = 0
# self.rect.x += self.move.x
# self.rect.y += self.move.y
# if self.rect.left <= 0:
# self.rect.left = 0
# if self.rect.right >= SCREEN_WIDTH:
# self.rect.right = SCREEN_WIDTH
ship_sprite = pygame.sprite.GroupSingle()
ship_sprite.add(Ship())
while True:
screen.fill((200,210,255,0))
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
ship_sprite.update()
ship_sprite.draw(screen)
draw_water(screen,SCREEN_HEIGHT-300)
clock.tick(60)
pygame.display.update()
这是关于准确性。您可以通过以浮点精度存储水位来改善结果:
def draw_water(surface, dy):
amplitude = 35
global watter_levels
for x in range(SCREEN_WIDTH):
y = math.sin(x * 0.01) * amplitude + dy
watter_levels[x] = y
pygame.draw.aaline(surface, BLUE, (x, round(y)), (x, round(y)))
此外,你必须从“未旋转”的矩形中获取左右:
class Ship(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface((80,80),pygame.SRCALPHA)
self.image.fill('red')
self.rect = self.image.get_rect(topleft = (0, 0))
self.copy_img = self.image.copy()
self.copy_rect = pygame.Rect(self.rect)
self.move = pygame.math.Vector2(0, 0)
self.velocity = 8
def rotate(self, angle):
self.image = pygame.transform.rotate(self.copy_img, round(angle))
self.rect = self.image.get_rect(center = (self.copy_rect.center))
def update(self):
self.get_input()
self.copy_rect.bottom = round(get_water_level(self.copy_rect.centerx))
left_y = get_water_level(self.copy_rect.left)
right_y = get_water_level(self.copy_rect.right)
angle = math.degrees(math.atan2(left_y-right_y, self.copy_img.get_width()))
debug("angle: " + str(round(angle)))
print(self.copy_rect.left, self.copy_rect.right)
self.rotate(angle)
def replicate(self):
if self.copy_rect.left == 363:
return
self.copy_rect.x += 1