我一直在研究并试图解决这个问题很长一段时间。我正在尝试创建一个父/子附加系统,以便当父项移动时,附加到它的子项移动/旋转/缩放相同的系统。我遇到的主要问题是轮换。
这是我目前为孩子们使用的代码:
def _rotate(self, origin, point, angle):
ox, oy = origin
px, py = point
qx = ox + math.cos(angle) * (px - ox) - math.sin(angle) * (py - oy)
qy = oy + math.sin(angle) * (px - ox) + math.cos(angle) * (py - oy)
return qx, qy
_rotate代码在搜索我的问题答案时,在我找到的原点周围旋转2D点。我正在使用的点是每个盒子/精灵的中心。
旋转父级时,我使用sge-pygame image_rotation然后继续进行子级定位。在此之后,我需要根据新位置和旋转孩子的新角度计算出孩子的旋转。
发生的事情的图像:
和
父是大矩形,盒子是孩子。
我遇到的第二个问题是弄清楚孩子的旋转角度是什么,以使其与父母一致。我通过stackflow发现使用math.atan2应该用于此,但我似乎无法弄清楚如何使用它。
对此的任何帮助将不胜感激。
谢谢
答案 0 :(得分:1)
您可以在实例化期间将枢轴和所需的偏移量传递给子项(我在下面的示例中使用pygame.math.Vector2
)。如果父级移动,则更新其所有子级(我将它们存储在列表中)并向其传递父级的速度,他们也可以使用它来更新其位置。
旋转的工作方式类似,您只需将角度传递给子项,然后旋转它们的偏移矢量和图像,并将新矩形的中心设置为旧中心加上偏移量。
import sys
import pygame as pg
from pygame.math import Vector2
class Player(pg.sprite.Sprite):
def __init__(self, pos, *groups):
super().__init__(groups)
self.image = pg.Surface((90, 40), pg.SRCALPHA)
self.image.fill(pg.Color('steelblue2'))
self.orig_image = self.image
self.rect = self.image.get_rect(center=pos)
self.vel = Vector2(0, 0)
self.pos = Vector2(pos)
self.angle = 0
# A list that holds all children instances.
self.children = [Child(self.pos, Vector2(90, 30), *groups)]
def update(self):
self.pos += self.vel
self.rect.center = self.pos
for child in self.children:
child.move(self.vel)
def rotate(self, angle):
self.angle += angle
# Rotate the image and generate a new rect to keep it centered.
self.image = pg.transform.rotate(self.orig_image, self.angle)
self.rect = self.image.get_rect(center=self.rect.center)
# Rotate the children.
for child in self.children:
child.rotate(angle)
class Child(pg.sprite.Sprite):
def __init__(self, pos, offset, *groups):
super().__init__(groups)
self.image = pg.Surface((50, 30), pg.SRCALPHA)
self.image.fill(pg.Color('mediumaquamarine'))
self.orig_image = self.image
self.rect = self.image.get_rect(center=pos)
self.pos = Vector2(pos) # Parent center.
# Offset from parent center.
self.offset = Vector2(offset)
self.angle = 0
def move(self, vel):
self.pos += vel
self.rect.center = self.pos + self.offset
def rotate(self, angle):
# Rotate the offset vector (negative angle otherwise it would
# rotate in the wrong direction).
self.offset.rotate_ip(-angle)
self.angle += angle
# Rotate the image.
self.image = pg.transform.rotate(self.orig_image, self.angle)
# Add the new offset to the center.
self.rect = self.image.get_rect(center=self.rect.center + self.offset)
def main():
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
sprite_group = pg.sprite.Group()
player = Player((100, 250), sprite_group)
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
elif event.type == pg.KEYDOWN:
if event.key == pg.K_d:
player.vel.x = 5
elif event.key == pg.K_r:
player.rotate(15)
elif event.key == pg.K_c:
player.children.append(Child(
player.pos, Vector2(-90, -30), sprite_group))
elif event.type == pg.KEYUP:
if event.key == pg.K_d:
player.vel.x = 0
sprite_group.update()
screen.fill((30, 30, 30))
sprite_group.draw(screen)
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
pg.init()
main()
pg.quit()
sys.exit()
按“d”向右移动,按“r”旋转,按“c”按钮添加更多儿童。
答案 1 :(得分:1)
您首先将父级和子级旋转相同的数量(在此示例中,假设应该控制父级,而不应该控制子级)。然后,您只需将子项移动到父项的轴心点(在本例中为其中心),并在父项面向的方向上添加一个额外的偏移量(偏移量当然是可选的)。
from math import cos, sin, radians
import pygame
pygame.init()
SIZE = WIDTH, HEIGHT = 720, 480
BACKGROUND_COLOR = pygame.Color('black')
FPS = 60
screen = pygame.display.set_mode(SIZE)
clock = pygame.time.Clock()
def update_child_rotation(parent, child, degrees, offset):
# Rotate the parent and child with the same angle.
parent.rotate(degrees)
child.rotate(degrees)
# Calculate the direction the parent is pointing. If you remember the unit circle then you'll
# know that cos(angle) represent the x value and sin(angle) the y value. At angle = 0 the direction
# is to the right (which is what your sprite should be pointing, otherwise you'll have to add an angle
# offset), and it rotates counterclockwise. The minus in '-sin' is because pygame uses positive y as downwards.
angle_in_radians = radians(parent.angle)
direction = pygame.math.Vector2(cos(angle_in_radians), -sin(angle_in_radians))
# Update the child's position to the parent's position but with an added offset in the direction the parent
# is pointing.
child.position = parent.position + direction * offset
class Entity(pygame.sprite.Sprite):
def __init__(self, position, size):
super().__init__()
self.original_image = pygame.Surface(size)
self.original_image.fill((255, 0, 0))
self.original_image.set_colorkey(BACKGROUND_COLOR)
self.image = self.original_image
self.rect = self.image.get_rect(center=position)
self.angle = 0
self.position = pygame.math.Vector2(position)
self.velocity = pygame.math.Vector2(0, 0)
def rotate(self, degrees):
self.angle = (self.angle + degrees) % 360
self.image = pygame.transform.rotate(self.original_image, self.angle)
self.rect = self.image.get_rect(center=self.position)
def update(self, dt):
self.position += self.velocity
self.rect.center = self.position
def main():
parent = Entity(position=(200, 200), size=(128, 32))
child = Entity(position=(356, 200), size=(32, 32))
all_sprites = pygame.sprite.Group(parent, child)
running = True
while running:
dt = clock.tick(FPS) / 1000
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
update_child_rotation(parent, child, 10, 156)
elif event.key == pygame.K_e:
update_child_rotation(parent, child, -10, 156)
elif event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT or event.key == pygame.K_LEFT:
parent.velocity.x = 0
elif event.key == pygame.K_DOWN or event.key == pygame.K_UP:
parent.velocity.y = 0
all_sprites.update(dt)
screen.fill(BACKGROUND_COLOR)
all_sprites.draw(screen)
pygame.display.update()
if __name__ == '__main__':
main()