如何在Pygame中根据角度移动精灵
我在移动精灵时遇到了问题。我可以在x轴和y轴上移动它们,完全没有问题。我无法弄清楚的是,我怎样才能将它们按照一定的角度移动。我的意思是,我试图创建一个函数,其中包括我尝试移动的对象,速度和方向(应以度数衡量)。喜欢的东西:如何在Pygame中根据角度移动精灵
MovingObject(obj,speed,direction) #this is the function I'm trying to define
它更像一个“产卵功能”,而不仅仅是运动......举个例子,我想创建一个类“子弹”的目标,并希望它按照一定的方向(不同于x和y轴,当然) 其实我不清楚如何做这样的事情,我想要一些建议,以实现如此。 感谢您阅读本文!
编辑: @Joran比斯利我试图做你告诉我......但我想我没有错......
import pygame, math, time
screen=pygame.display.set_mode((320,240))
clock=pygame.time.Clock()
pygame.init()
def calculate_new_xy(old_xy,speed,angle_in_radians):
new_x = old_xy.x + (speed*math.cos(angle_in_radians))
new_y = old_xy.y + (speed*math.sin(angle_in_radians))
return new_x, new_y
class Bullet(pygame.sprite.Sprite):
def __init__(self,x,y,direction,speed):
pygame.sprite.Sprite.__init__(self)
self.image=pygame.Surface((16, 16))
self.image.fill((255,0,0))
self.rect=self.image.get_rect()
self.rect.center=(x,y)
self.direction=math.radians(direction)
self.speed=speed
def update(self):
self.rect.center=calculate_new_xy(self.rect,self.speed,self.direction)
spr=pygame.sprite.Group()
bullet=Bullet(160,120,45,1); spr.add(bullet)
play=True
while play:
clock.tick(60)
for ev in pygame.event.get():
if ev.type == pygame.QUIT:
play=False
screen.fill((0,0,0))
spr.update()
spr.draw(screen)
pygame.display.flip()
pygame.quit()
对象移动,但...不是在指定的方向...
我推荐使用矢量。要获得速度,请将起始方向矢量Vector2(1, 0)
旋转角度并将其乘以所需的速度。然后,将该速度矢量添加到方法update
中的位置矢量中,并更新rect
位置以移动精灵。 (按“a”或“d”转动,鼠标1或空间来拍摄。)
import pygame as pg
from pygame.math import Vector2
pg.init()
screen = pg.display.set_mode((640, 480))
screen_rect = screen.get_rect()
FONT = pg.font.Font(None, 24)
BULLET_IMAGE = pg.Surface((20, 11), pg.SRCALPHA)
pg.draw.polygon(BULLET_IMAGE, pg.Color('aquamarine1'),
[(0, 0), (20, 5), (0, 11)])
class Bullet(pg.sprite.Sprite):
def __init__(self, pos, angle):
super().__init__()
self.image = pg.transform.rotate(BULLET_IMAGE, -angle)
self.rect = self.image.get_rect(center=pos)
# To apply an offset to the start position,
# create another vector and rotate it as well.
offset = Vector2(40, 0).rotate(angle)
# Then add the offset vector to the position vector.
self.pos = Vector2(pos) + offset # Center of the sprite.
# Rotate the direction vector (1, 0) by the angle.
# Multiply by desired speed.
self.velocity = Vector2(1, 0).rotate(angle) * 9
def update(self):
self.pos += self.velocity # Add velocity to pos to move the sprite.
self.rect.center = self.pos # Update rect coords.
if not screen_rect.contains(self.rect):
self.kill()
def main():
clock = pg.time.Clock()
cannon_img = pg.Surface((40, 20), pg.SRCALPHA)
cannon_img.fill(pg.Color('aquamarine3'))
cannon = cannon_img.get_rect(center=(320, 240))
angle = 0
bullet_group = pg.sprite.Group() # Add bullets to this group.
while True:
for event in pg.event.get():
if event.type == pg.QUIT:
return
elif event.type == pg.MOUSEBUTTONDOWN:
# Left button fires a bullet from center with
# current angle. Add the bullet to the bullet_group.
if event.button == 1:
bullet_group.add(Bullet(cannon.center, angle))
keys = pg.key.get_pressed()
if keys[pg.K_a]:
angle -= 3
elif keys[pg.K_d]:
angle += 3
if keys[pg.K_SPACE]:
bullet_group.add(Bullet(cannon.center, angle))
# Rotate the cannon image.
rotated_cannon_img = pg.transform.rotate(cannon_img, -angle)
cannon = rotated_cannon_img.get_rect(center=cannon.center)
bullet_group.update()
# Draw
screen.fill((30, 40, 50))
screen.blit(rotated_cannon_img, cannon)
bullet_group.draw(screen)
txt = FONT.render('angle {:.1f}'.format(angle), True, (150, 150, 170))
screen.blit(txt, (10, 10))
pg.display.update()
clock.tick(30)
if __name__ == '__main__':
main()
pg.quit()
关于在您的添加实施例的代码,最简单的解决方案是计算speed_x
和speed_y
(”速度“将更适合)在__init__
方法中,然后只更新update
方法中的self.rect.x
和y
属性。
import math
import pygame
pygame.init()
screen = pygame.display.set_mode((640, 480))
clock = pygame.time.Clock()
BULLET_IMAGE = pygame.Surface((20, 11), pygame.SRCALPHA)
pygame.draw.polygon(BULLET_IMAGE, pygame.Color('aquamarine1'),
[(0, 0), (20, 5), (0, 11)])
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y, angle, speed):
pygame.sprite.Sprite.__init__(self)
# Rotate the bullet image (negative angle because y-axis is flipped).
self.image = pygame.transform.rotate(BULLET_IMAGE, -angle)
self.rect = self.image.get_rect(center=(x, y))
angle = math.radians(angle)
self.speed_x = speed * math.cos(angle)
self.speed_y = speed * math.sin(angle)
def update(self):
self.rect.x += self.speed_x
self.rect.y += self.speed_y
spr = pygame.sprite.Group()
bullet = Bullet(10, 10, 60, 3)
bullet2 = Bullet(10, 10, 30, 3)
spr.add(bullet, bullet2)
play = True
while play:
clock.tick(60)
for ev in pygame.event.get():
if ev.type == pygame.QUIT:
play = False
screen.fill((30,30,40))
spr.update()
spr.draw(screen)
pygame.display.flip()
pygame.quit()
有一个问题,因为pygame.Rect
s只能有整数作为x和y的属性,所以运动不会是100%正确的。为了解决这个问题,需要将精灵的COORDS /位置存储在不同的变量,速度加入到他们事后更新RECT:
# In `__init__`.
self.pos_x = x
self.pos_y = y
def update(self):
self.pos_x += self.speed_x
self.pos_y += self.speed_y
self.rect.center = (self.pos_x, self.pos_y)
我真的很感谢你的回答......但是我不敢说......这有点令人困惑......另外......我不知道这是我想要的...... 也许我应该有这样的说法:我想定义一个函数,它创建一个在特定方向上移动的“移动对象”...也许...如果你向我解释... ...以更简单的方式......单词... ? (我很抱歉,这对我来说有点难以理解......) – DarkBlood202
你知道载体如何工作吗? – skrx
我想......我不 – DarkBlood202
你只需要一点点基本TRIG
def calculat_new_xy(old_xy,speed,angle_in_radians):
new_x = old_xy.X + (speed*math.cos(angle_in_radians))
new_y = old_xy.Y + (speed*math.sin(angle_in_radians))
return new_x, new_y
---编辑---
这里是你的代码从上面编辑到工作
import pygame, math, time
screen=pygame.display.set_mode((320,240))
clock=pygame.time.Clock()
pygame.init()
def calculate_new_xy(old_xy,speed,angle_in_radians):
new_x = old_xy[0] + (speed*math.cos(angle_in_radians))
new_y = old_xy[1] + (speed*math.sin(angle_in_radians))
return new_x, new_y
class Bullet(pygame.sprite.Sprite):
def __init__(self,x,y,direction,speed):
pygame.sprite.Sprite.__init__(self)
self.image=pygame.Surface((16, 16))
self.image.fill((255,0,0))
self.rect=self.image.get_rect()
self.rect.center=(x,y)
self.direction=math.radians(direction)
self.speed=speed
def update(self):
self.rect.center=calculate_new_xy(self.rect.center,self.speed,self.direction)
spr=pygame.sprite.Group()
bullet=Bullet(160,120,45,2); spr.add(bullet)
play=True
while play:
clock.tick(60)
for ev in pygame.event.get():
if ev.type == pygame.QUIT:
play=False
screen.fill((0,0,0))
spr.update()
spr.draw(screen)
pygame.display.flip()
pygame.quit()
并且...它没有工作。无论如何谢谢你...可能我只是误解了我应该使用它的方式...... – DarkBlood202
哦,它也可以!谢谢你的帮助! – DarkBlood202
将其更改为'calculate_new_xy(self.rect.center ,. ..)'然后访问x为[0],y为[1],并将您的速度设置为2 ...它应该工作 –