我正在尝试制作一个小行星游戏,想知道如何在按向右或向左键时如何顺时针或逆时针旋转玩家,然后在按向上键时玩家应该向前移动。
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.transform.scale(player_img, (50, 38))
self.image.set_colorkey(BLACK)
self.rect = self.image.get_rect()
self.radius = 20
# pygame.draw.circle(self.image, RED, self.rect.center, self.radius)
self.rect.centerx = WIDTH / 2
self.rect.bottom = HEIGHT - 10
self.speedx = 0
self.speedy = 0
self.shield = 100
self.shoot_delay = 250
self.last_shot = pygame.time.get_ticks()
self.lives = 3
def update(self):
self.speedx = 0
keystate = pygame.key.get_pressed()
if keystate[pygame.K_LEFT]:
self.speedx = -8
if keystate[pygame.K_RIGHT]:
self.speedx = 8
if keystate[pygame.K_DOWN]:
self.speedy = 8
if keystate[pygame.K_UP]:
self.speedy = -8
if keystate[pygame.K_SPACE]:
self.shoot()
self.rect.x += self.speedx
self.rect.y += self.speedy
if self.rect.right > WIDTH:
self.rect.right = WIDTH
if self.rect.left < 0:
self.rect.left = 0
def shoot(self):
now = pygame.time.get_ticks()
if now - self.last_shot > self.shoot_delay:
self.last_shot = now
bullet = Bullet(self.rect.centerx, self.rect.top)
all_sprites.add(bullet)
bullets.add(bullet)
def hide(self):
# hide player temporarily
self.hidden = True
self.hide_timer = pygame.time.get_ticks()
self.rect.center = (WIDTH / 2, HEIGHT + 200)````
答案 0 :(得分:0)
您可以在下面的一个工作示例中找到它(只是重命名加载的图像),我只保留了移动和旋转的基本代码。
gender
由于要旋转,因此不需要直接将速度设置为x和y,而是需要根据return User::create([
'name' => 'testname',
'avatar' => $avatar_path,
'gender' => 'MALE',
'email' => 'aa@bb.com',
'password' => Hash::make($data['password']),
]);
面向的方向进行计算。
基本思想是使用transform.rotate。跟踪旋转角度(我称其为gender
),在按下LEFT或RIGTH键时,对该角度添加/细分一个固定的量(如果需要,旋转速度),然后旋转原始图像。由于旋转缩放了图像,因此我也跟踪protected $fillable = [
'name',
'avatar',
'gender', <--- make sure that gender is here
// Etc.
];
的中心,从图像中保存新的import sys
import math
import pygame
class Player(pygame.sprite.Sprite):
def __init__(self, x, y):
pygame.sprite.Sprite.__init__(self)
self.player_img = pygame.image.load("yourimage.png").convert()
self.image = self.player_img
self.rect = self.image.get_rect()
self.rect.move_ip(x, y)
self.current_direction = 0 #0 degree == up
self.speed = 10
def update(self):
self.speedx = 0
keystate = pygame.key.get_pressed()
prev_center = self.rect.center
if keystate[pygame.K_LEFT]:
self.current_direction += 10
if keystate[pygame.K_RIGHT]:
self.current_direction -= 10
if keystate[pygame.K_DOWN]:
self.rect.x += self.speed * math.sin(math.radians(self.current_direction))
self.rect.y += self.speed * math.cos(math.radians(self.current_direction))
if keystate[pygame.K_UP]:
self.rect.x -= self.speed * math.sin(math.radians(self.current_direction))
self.rect.y -= self.speed * math.cos(math.radians(self.current_direction))
if keystate[pygame.K_LEFT] or keystate[pygame.K_RIGHT]:
self.image = pygame.transform.rotate(self.player_img, self.current_direction)
self.rect = self.image.get_rect()
self.rect.center = prev_center
pygame.init()
screen = pygame.display.set_mode((500, 500))
player = Player(200, 200)
clock = pygame.time.Clock()
while True:
screen.fill((0, 0, 0), player.rect)
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
player.update()
screen.blit(player.image, player.rect)
pygame.display.update()
clock.tick(50)
,并在旋转后将先前的中心重新设置为player
,以便图像仍以旋转为中心。
按下UP或DOWN键时,需要使用三角函数分解x和y轴上的速度,并移动current_direction
属性坐标。