class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
# currently this img stuff is a filler until I am bothered to do graphics or someone is willing to do them
self.image = player_img
self.image0 = new_player_img
self.rect = self.image.get_rect()
self.pos = vec(WIDTH / 2, HEIGHT / 2)
self.vel = vec(0, 0)
self.acc = vec(0, 0)
self.rot = 0
self.rot_speed = vec(14, -14)
self.last_update = pygame.time.get_ticks()
def rotate(self):
rkeys = pygame.key.get_pressed()
if rkeys[pygame.K_z]:
self.rot_speed.x = self.rot
if rkeys[pygame.K_c]:
self.rot_speed.y = self.rot
pygame.transform.rotate(self.image0, self.rot)
self.image = self.image0
def update(self):
self.acc = vec(0, 0)
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.acc.x = -PLAYER_ACC
if keys[pygame.K_RIGHT]:
self.acc.x = PLAYER_ACC
if keys[pygame.K_UP]:
self.acc.y = -PLAYER_ACC
if keys[pygame.K_DOWN]:
self.acc.y = PLAYER_ACC
#apply translations
self.acc += self.vel * PLAYER_FRICTION
self.vel += self.acc
self.pos += self.vel + 0.5 * self.acc
self.image0 = self.image
self.rotate()
# wrapping around the screen for now until ive worked out a playing area
if self.pos.x > WIDTH:
self.pos.x = 0
if self.pos.x < 0:
self.pos.x = WIDTH
if self.pos.y > HEIGHT:
self.pos.y = 0
if self.pos.y < 0:
self.pos.y = HEIGHT
self.rect.center = self.pos
我不知道为什么但是由于某种原因旋转功能什么也没做,我正在旋转并将播放器图像设置为旋转图像。谁能帮我这个?所有我需要它来为用户旋转精灵,所以我可以像汽车一样“驱动”精灵。
答案 0 :(得分:1)
rotate(image)
不会更改原始image
,但会返回新的,因此您必须将其分配给变量
self.image = pygame.transform.rotate(self.image0, self.rot)
顺便说一句:你不应该将image
分配给image0
self.image0 = self.image
因为这样你就会松开你应该保持不变的原始image0
并用来生成旋转的图像。使用始终原始image0
创建旋转的图像,您应该获得更好看的图像,然后旋转image
。
答案 1 :(得分:1)
pygame.transform.rotate
函数返回一个新曲面,并且不会修改原始图像,因此您必须将其指定给self.image
属性。之后你必须用self.image.get_rect
创建一个新的矩形,以便精灵保持居中。
下一个问题是转速。 rot
属性是您必须每帧rot_speed
更新的当前角度,例如self.rot += self.rot_speed
。
我还将事件处理移至更新方法,然后将所需的rot_speed
传递给rotate
方法。
在update
方法中,self.acc += self.vel * PLAYER_FRICTION
和self.image0 = self.image
导致了错误行为,因此我将其删除了。
这是一个固定的最小和完整版本:
import pygame
from pygame.math import Vector2 as Vec
WIDTH, HEIGHT = 640, 480
PLAYER_FRICTION = .95
PLAYER_ACC = .1
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((30, 50), pygame.SRCALPHA)
self.image.fill(pygame.Color('dodgerblue1'))
self.image0 = self.image
self.rect = self.image.get_rect()
self.pos = Vec(WIDTH / 2, HEIGHT / 2)
self.vel = Vec(0, 0)
self.acc = Vec(0, 0)
self.rot = 0
self.rot_speed = 3
self.last_update = pygame.time.get_ticks()
def rotate(self, rot_speed):
self.rot += rot_speed # Change `self.rot` (the angle).
# Rotate the original image.
self.image = pygame.transform.rotate(self.image0, self.rot)
# Get a new rect with the center of the old rect.
self.rect = self.image.get_rect(center=self.rect.center)
def update(self):
self.acc = Vec(0, 0)
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.acc.x = -PLAYER_ACC
if keys[pygame.K_RIGHT]:
self.acc.x = PLAYER_ACC
if keys[pygame.K_UP]:
self.acc.y = -PLAYER_ACC
if keys[pygame.K_DOWN]:
self.acc.y = PLAYER_ACC
# Call self.rotate with the desired speed.
if keys[pygame.K_z]:
self.rotate(self.rot_speed)
if keys[pygame.K_c]:
self.rotate(-self.rot_speed)
# apply translations
self.vel += self.acc
self.vel *= PLAYER_FRICTION
self.pos += self.vel + 0.5 * self.acc
# wrapping around the screen
if self.pos.x > WIDTH:
self.pos.x = 0
if self.pos.x < 0:
self.pos.x = WIDTH
if self.pos.y > HEIGHT:
self.pos.y = 0
if self.pos.y < 0:
self.pos.y = HEIGHT
self.rect.center = self.pos
def main():
screen = pygame.display.set_mode((640, 480))
clock = pygame.time.Clock()
all_sprites = pygame.sprite.Group(Player())
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
all_sprites.update()
screen.fill((30, 30, 30))
all_sprites.draw(screen)
pygame.display.flip()
clock.tick(30)
if __name__ == '__main__':
pygame.init()
main()
pygame.quit()
如果你想像汽车一样移动物体,你必须改变一些东西。我将self.acc
设置为所需的值,然后在按下向上或向下键时将其添加到更新方法中的self.vel
。然后,您还必须在self.acc
方法中轮换self.vel
和rotate
向量,它可以根据需要运行。
import pygame
from pygame.math import Vector2 as Vec
WIDTH, HEIGHT = 800, 600
PLAYER_FRICTION = .95
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((30, 50), pygame.SRCALPHA)
self.image.fill(pygame.Color('dodgerblue1'))
self.image0 = self.image
self.rect = self.image.get_rect()
self.pos = Vec(WIDTH / 2, HEIGHT / 2)
self.vel = Vec(0, 0)
self.acc = Vec(0, -1)
self.rot = 0
self.rot_speed = 3
self.last_update = pygame.time.get_ticks()
def rotate(self, rot_speed):
self.rot += rot_speed # Change `self.rot` (the angle).
self.acc.rotate_ip(-rot_speed)
self.vel.rotate_ip(-rot_speed)
# Rotate the original image.
self.image = pygame.transform.rotate(self.image0, self.rot)
# Get a new rect with the center of the old rect.
self.rect = self.image.get_rect(center=self.rect.center)
def update(self):
keys = pygame.key.get_pressed()
# Call self.rotate with the desired speed.
if keys[pygame.K_LEFT]:
self.rotate(self.rot_speed)
if keys[pygame.K_RIGHT]:
self.rotate(-self.rot_speed)
# Accelerate if UP or DOWN get pressed.
if keys[pygame.K_UP]:
self.vel += self.acc
if keys[pygame.K_DOWN]:
self.vel += self.acc
pygame.display.set_caption('Vel {}, Acc: {}'.format(self.vel, self.acc))
# apply translations
self.vel *= PLAYER_FRICTION
self.pos += self.vel
# wrapping around the screen
if self.pos.x > WIDTH:
self.pos.x = 0
if self.pos.x < 0:
self.pos.x = WIDTH
if self.pos.y > HEIGHT:
self.pos.y = 0
if self.pos.y < 0:
self.pos.y = HEIGHT
self.rect.center = self.pos
def main():
screen = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()
all_sprites = pygame.sprite.Group(Player())
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
all_sprites.update()
screen.fill((30, 30, 30))
all_sprites.draw(screen)
pygame.display.flip()
clock.tick(30)
if __name__ == '__main__':
pygame.init()
main()
pygame.quit()