我试图在pygame中以一个角度的方向移动一个精灵,使用左和右。右箭头键改变精灵的方向但是当我按下向上键时,精灵只是向右移动。我有两个变量采取速度和速度计算并将它们加在一起(vel_x& vel_y),然后我将它添加到精灵的位置(方向),但是当它向前移动时它不跟随精灵方向(如果keybd_tupl [ K_UP])。
import pygame
import random
import math
from pygame.locals import *
window_wid = 800
window_hgt = 600
frame_rate = 50
delta_time = 1 / frame_rate
STATE_READY = 2
def game_loop_inputs():
# look in the event queue for the quit event
quit_ocrd = False
for evnt in pygame.event.get():
if evnt.type == QUIT:
quit_ocrd = True
return quit_ocrd
def game_loop_update(circle_hitbox):
# start by assuming that no collisions have occurred
circle_hitbox["col"] = False
# return the new state of the rotating line and the circle hitbox
return circle_hitbox
def game_loop_render(circle_hitbox, window_sfc):
# clear the window surface (by filling it with black)
window_sfc.fill( (0,0,0) )
# draw the circle hitbox, in red if there has been a collision or in white otherwise
if circle_hitbox["col"]:
#pygame.draw.circle(window_sfc, (255, 0, 0), circle_hitbox["pos"], circle_hitbox["rad"])
rotated_damage = pygame.transform.rotate(circle_hitbox["damage"], circle_hitbox["angle"])
window_sfc.blit(rotated_damage, circle_hitbox["pos"])
else:
#pygame.draw.circle(window_sfc, (255, 255, 255), circle_hitbox["pos"], circle_hitbox["rad"])
rotated_image = pygame.transform.rotate(circle_hitbox["sprite"], circle_hitbox["angle"])
window_sfc.blit(rotated_image, circle_hitbox["pos"])
# update the display
pygame.display.update()
def main():
# initialize pygame
pygame.init()
# create the window and set the caption of the window
window_sfc = pygame.display.set_mode( (window_wid, window_hgt) )
pygame.display.set_caption('"Toy" for the MDA Exercise')
# create a clock
clock = pygame.time.Clock()
# this is the initial game state
game_state = STATE_READY
#####################################################################################################
# these are the initial game objects that are required (in some form) for the core mechanic provided
#####################################################################################################
# this game object is a circulr
circle_hitbox = {}
circle_hitbox["pos"] = (window_wid // 2, window_hgt // 2)
circle_hitbox["rad"] = 30
circle_hitbox["col"] = False
circle_hitbox["sprite"] = pygame.image.load("cars_racer_{}.png".format(random.randint(1, 3)))
circle_hitbox["damage"] = pygame.image.load("cars_racer_red.png")
circle_hitbox["crash"] = pygame.image.load("explosion.png")
circle_hitbox["damaged"] = False
circle_hitbox["angle"] = 0
speed = 10.0
vel_x = speed * math.cos(circle_hitbox["angle"] * (math.pi / 180))
vel_y = speed * math.sin(circle_hitbox["angle"] * (math.pi / 180))
# the game loop is a postcondition loop controlled using a Boolean flag
closed_flag = False
while not closed_flag:
#####################################################################################################
# this is the "inputs" phase of the game loop, where player input is retrieved and stored
#####################################################################################################
closed_flag = game_loop_inputs()
keybd_tupl = pygame.key.get_pressed()
if keybd_tupl[K_UP]:
circle_hitbox["pos"] = (circle_hitbox["pos"][0] + vel_x, circle_hitbox["pos"][1] + vel_y)
print(vel_y)
if keybd_tupl[K_LEFT]:
circle_hitbox["angle"] = (circle_hitbox["angle"] + 10.0)
if keybd_tupl[K_RIGHT]:
circle_hitbox["angle"] = (circle_hitbox["angle"] - 10.0)
#####################################################################################################
# this is the "update" phase of the game loop, where the changes to the game world are handled
#####################################################################################################
circle_hitbox = game_loop_update(circle_hitbox)
#####################################################################################################
# this is the "render" phase of the game loop, where a representation of the game world is displayed
#####################################################################################################
game_loop_render(circle_hitbox, window_sfc)
# enforce the minimum frame rate
clock.tick(frame_rate)
if __name__ == "__main__":
main()
它不起作用&我不知道为什么。
答案 0 :(得分:1)
您必须在while循环中计算vel_x
和vel_y
。
while not closed_flag:
closed_flag = game_loop_inputs()
keybd_tupl = pygame.key.get_pressed()
if keybd_tupl[K_UP]:
circle_hitbox["pos"] = (circle_hitbox["pos"][0] + vel_x, circle_hitbox["pos"][1] + vel_y)
print(vel_y)
if keybd_tupl[K_LEFT]:
circle_hitbox["angle"] -= 1.0
if keybd_tupl[K_RIGHT]:
circle_hitbox["angle"] += 1.0
# `math.radians` can be used instead of `* (math.pi / 180)`
vel_x = speed * math.cos(math.radians(circle_hitbox["angle"]))
vel_y = speed * math.sin(math.radians(circle_hitbox["angle"]))
另外,将负角度传递给pygame.transform.rotate
函数中的game_loop_render
:
rotated_damage = pygame.transform.rotate(circle_hitbox["damage"], -circle_hitbox["angle"])
旋转可能仍然看起来不正确(我使用了一些替换图像并且它们无法正确旋转)。如果你想知道如何在pygame中围绕它们的中心旋转pygame精灵和图像,请查看this answer。