问题描述
很久以前我做了一个小脚本,我想用 Pygame 把它转换成 Python.
有很多示例显示图像的旋转,但我想知道如何更改精灵的旋转以使其沿给定方向移动,而无需更改图像.
这是我的 Scratch 代码:
这是我的 Pygame 精灵类:
class Star(pygame.sprite.Sprite):def __init__(self):super().__init__()self.image = img_starself.rect = self.image.get_rect()self.velocity = [0, 0]self.rect.x = random.randint(0, window_x)self.rect.y = random.randint(0, window_y)
使用 MOUSEBUTTONDOWN
事件检测鼠标何时被点击:
if event.type == pygame.MOUSEBUTTONDOWN:mouse_x, mouse_y = event.pos
计算从精灵中心到鼠标点击位置的向量:
dx = mouse_x - star.rect.centerxdy = mouse_y - star.rect.centery
计算向量的长度(
import pygame, random, math类星(pygame.sprite.Sprite):def __init__(self):super().__init__()self.image = img_starself.rect = self.image.get_rect()self.velocity = [0, 0]self.rect.x = random.randint(0, window_x)self.rect.y = random.randint(0, window_y)pygame.init()window_x, window_y = 500, 500window = pygame.display.set_mode((window_x, window_y))时钟 = pygame.time.Clock()img_star = pygame.Surface((20, 20), pygame.SRCALPHA)pygame.draw.circle(img_star, (255, 255, 0), (10, 10), 10)星 = 星()group = pygame.sprite.Group(star)运行 = 真运行时:时钟滴答(60)对于 pygame.event.get() 中的事件:如果 event.type == pygame.QUIT:运行 = 错误如果 event.type == pygame.MOUSEBUTTONDOWN:mouse_x, mouse_y = event.posdx = mouse_x - star.rect.centerxdy = mouse_y - star.rect.centerydist = math.sqrt(dx*dx + dy*dy)步骤 = 10如果距离 >0:star.rect.x += 步数 * dx/diststar.rect.y += 步数 * dy/distwindow.fill(0)group.draw(窗口)pygame.display.flip()pygame.quit()出口()
I did a little Scratch script a long time ago, which I would like to convert to Python with Pygame.
There are plenty of examples showing the rotation of the image but I would like to know how to change the sprite's rotation to make it move in a given direction, without changing the image.
Here is my Scratch code:
Here is my Pygame sprite class:
class Star(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = img_star
self.rect = self.image.get_rect()
self.velocity = [0, 0]
self.rect.x = random.randint(0, window_x)
self.rect.y = random.randint(0, window_y)
Detect when the mouse is clicked with the MOUSEBUTTONDOWN
event:
if event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = event.pos
Compute the vector from the center of the sprite to the mouse click position:
dx = mouse_x - star.rect.centerx
dy = mouse_y - star.rect.centery
Compute the length of the vector (Euclidean distance):
dist = math.sqrt(dx*dx + dy*dy)
or
dist = math.hypot(dx, dy)
Normalize the vector (Unit vector). A normalized vector has a length of 1:
if dist > 0:
dx /= dist
dy /= dist
Move the object a certain number of steps in the direction of the vector:
star.rect.x += steps * dx
star.rect.y += steps * dy
See also Follow target or mouse
Minimal example:
import pygame, random, math
class Star(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = img_star
self.rect = self.image.get_rect()
self.velocity = [0, 0]
self.rect.x = random.randint(0, window_x)
self.rect.y = random.randint(0, window_y)
pygame.init()
window_x, window_y = 500, 500
window = pygame.display.set_mode((window_x, window_y))
clock = pygame.time.Clock()
img_star = pygame.Surface((20, 20), pygame.SRCALPHA)
pygame.draw.circle(img_star, (255, 255, 0), (10, 10), 10)
star = Star()
group = pygame.sprite.Group(star)
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = event.pos
dx = mouse_x - star.rect.centerx
dy = mouse_y - star.rect.centery
dist = math.sqrt(dx*dx + dy*dy)
steps = 10
if dist > 0:
star.rect.x += steps * dx / dist
star.rect.y += steps * dy / dist
window.fill(0)
group.draw(window)
pygame.display.flip()
pygame.quit()
exit()
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