需要帮助将物体旋转到另一个移动物体

时间:2016-04-26 01:00:54

标签: python-2.7 pygame

我制作了一个程序,其中一个对象将在屏幕上朝向鼠标旋转。现在我需要做到这一点,以便对象将朝另一个移动物体旋转。这是我的代码:

open ftps://ftpuser:password@hostname/ -explicit -certificate="key"
cd Results
lcd \\networkname\sharedfolder\folder\ 
put *

BG是我需要旋转的对象,而SHORK是BG需要旋转的对象。 代码的中间部分只是跟踪对象的路径。 我正在努力解决的代码是:

import pygame
import math
import sys
from pygame.locals import *;
from sys import exit
pygame.init()


blk = pygame.Color(0,0,0)
BG = ('BG.png')
pygame.init()
screen = pygame.display.set_mode((800, 600))
B_G = pygame.image.load(BG).convert_alpha()
clock = pygame.time.Clock()
pygame.mouse.set_visible(False)
fpsclock = pygame.time.Clock()



class Shork(pygame.sprite.Sprite):


 def __init__(self):
  pygame.sprite.Sprite.__init__(self)
  self.image = pygame.image.load('SHORK.png')
  screen = pygame.display.get_surface()
  self.x = 62
  self.y = 50
  self.direction = "down"

 def Moving(self):

  if self.direction == "right":
   self.x += 2
  elif self.direction == "left":
   self.x -= 2
  elif self.direction == "down":
   self.y += 2
  elif self.direction == "up":
   self.y -= 2


 def Path(self):

  if self.x == 62 and self.y == 538:
   self.direction = "right"

  if self.x == 246 and self.y == 538:
   self.direction = "up"

  if self.x == 246 and self.y == 366:
   self.direction = "left"

  if self.x == 176 and self.y == 366:
   self.direction = "up"

  if self.x == 176 and self.y == 114:
   self.direction = "right"

  if self.x == 530 and self.y == 114:
   self.direction = "down"

  if self.x == 530 and self.y == 366:
   self.direction = "left"

  if self.x == 460 and self.y == 366:
   self.direction = "down"

  if self.x == 460 and self.y == 538:
   self.direction = "right"

  if self.x == 644 and self.y == 538:
   self.direction = "up"
  if self.y == 0:
   sys.exit()

Shork = Shork()

Run = True


while True:
    for event in pygame.event.get():
        if event.type == QUIT:
            pygame.quit()
            sys.exit()
        elif event.type == MOUSEBUTTONDOWN and event.button == 1:
            print("test1")
        elif event.type == MOUSEBUTTONDOWN and event.button == 3:
            print("test3")
    while Run:
      fpsclock.tick(60)

      for event in pygame.event.get():

       if event.type == pygame.QUIT:
          Run = False

    pos = pygame.mouse.get_pos()
    angle = 360-math.atan2(pos[1]-300,pos[0]-400)*180/math.pi
    rotimage = pygame.transform.rotate(B_G,angle)
    Shork.Moving() 
    Shork.Path()
    screen.blit(Shork.image, (Shork.x, Shork.y))
    pygame.display.update()
    rect = rotimage.get_rect(center=(400,300))
    screen.blit(rotimage,rect)
    pygame.display.update()
    screen.fill(blk)

这目前适用于跟随鼠标,但我不能为我的生活找出如何让BG旋转到SHORK。 附:我刚刚开始学习python,所以请尽量耐心等待。 :)

3 个答案:

答案 0 :(得分:0)

您需要更改angle以使用Shork的x / y值而不是pos。您还应该在计算角度之前更新Shork的值,因此我将Shork.MovingShork.Path移到了块的开头。

Shork.Moving() 
Shork.Path()
pos = pygame.mouse.get_pos()
angle = 360-math.atan2(Shork.y-300,Shork.x-400)*180/math.pi
rotimage = pygame.transform.rotate(B_G,angle)
screen.blit(Shork.image, (Shork.x, Shork.y))
pygame.display.update()
rect = rotimage.get_rect(center=(400,300))
screen.blit(rotimage,rect)
pygame.display.update()

答案 1 :(得分:0)

如果这可能对你有所帮助,那么这是一个完整游戏的回购,这个游戏有几个级别,这是几年前我在学习Python和Pygame时写的。它有旋转的太空船旋转到任何角度,转向和跟随你的敌舰,射击时逃离的敌舰(人工智能),小行星等。

Space Gladiator - The Spiritual Warrior

答案 2 :(得分:-1)

我建议使用矢量。

# To get the distance to the mouse just subtract the position vector
# of the sprite from the mouse position.
x, y = pg.mouse.get_pos() - self.pos
self.angle = math.degrees(math.atan2(y, x))
# Rotate the image (keep a copy of the original image around).
self.image = pg.transform.rotozoom(self.orig_image, -self.angle, 1)
self.rect = self.image.get_rect(center=self.rect.center)

您还可以通过调用返回polar coordinatespygame.math.Vector2方法获取as_polar的角度。

distance = pg.mouse.get_pos() - self.pos
radius, self.angle = distance.as_polar()

这是一个简单的工作示例,其中有一个向鼠标旋转的移动精灵(左右移动' a'' d')。

import sys
import math

import pygame as pg
from pygame.math import Vector2


pg.init()

BLUEGREEN = pg.Color(0, 90, 100)
GREEN = pg.Color('springgreen1')


class Player(pg.sprite.Sprite):

    def __init__(self, x, y, *spritegroups):
        super().__init__(spritegroups)
        self.image = pg.Surface((50, 30), pg.SRCALPHA)
        pg.draw.polygon(self.image, GREEN, ((1, 1), (49, 14), (1, 29)))
        self.orig_image = self.image
        self.rect = self.image.get_rect(center=(x, y))
        self.pos = Vector2(x, y)
        self.vel = Vector2(0, 0)
        self.angle = 0

    def handle_event(self, event):
        if event.type == pg.KEYDOWN:
            if event.key == pg.K_a:
                self.vel.x = -3.5
            elif event.key == pg.K_d:
                self.vel.x = 3.5
        if event.type == pg.KEYUP:
            if event.key == pg.K_a and self.vel.x < 0:
                self.vel.x = 0
            elif event.key == pg.K_d and self.vel.x > 0:
                self.vel.x = 0

    def update(self):
        # Update the position vector by adding the velocity vector.
        self.pos += self.vel
        self.rect.center = self.pos
        # Get the distance and angle to the target.
        x, y = pg.mouse.get_pos() - self.pos
        self.angle = math.degrees(math.atan2(y, x))
        # Rotate the image (rotozoom looks better than transform.rotate).
        self.image = pg.transform.rotozoom(self.orig_image, -self.angle, 1)
        self.rect = self.image.get_rect(center=self.rect.center)


def main():
    screen = pg.display.set_mode((640, 480))
    pg.display.set_caption('Rotation')
    clock = pg.time.Clock()

    sprite_group = pg.sprite.Group()
    player = Player(200, 300, sprite_group)
    done = False

    while not done:
        for event in pg.event.get():
            if event.type == pg.QUIT:
                done = True
            player.handle_event(event)

        sprite_group.update()

        screen.fill(BLUEGREEN)
        sprite_group.draw(screen)

        pg.display.flip()
        clock.tick(30)


if __name__ == '__main__':
    main()
    pg.quit()
    sys.exit()
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