首先,
pygame.transform.rotate不变形对象本身,而是创建一个新的旋转曲面并将其返回。
如果要向特定方向发射子d,则在发射子d时即定义方向,但不会连续变化。发射子d后,设置子d的起始位置,然后将方向向量计算为鼠标位置:
self.pos = (x, y)mx, my = pygame.mouse.get_pos()self.dir = (mx - x, my - y)
方向向量不应取决于与鼠标的距离,而必须是Unit向量。通过除以欧几里得距离来归一化向量
length = math.hypot(*self.dir)if length == 0.0: self.dir = (0, -1)else: self.dir = (self.dir[0]/length, self.dir[1]/length)
计算向量的角度并旋转子d。通常,向量的角度可以通过来计算
atan2(y, x)。由于y
atan2(-y,x)轴通常指向上方,因此y轴需要反转(),但是在PyGame坐标系中y轴指向下方(请参阅如何知道两点之间的角度?):
angle = math.degrees(math.atan2(-self.dir[1], self.dir[0]))self.bullet = pygame.Surface((7, 2)).convert_alpha()self.bullet.fill((255, 255, 255))self.bullet = pygame.transform.rotate(self.bullet, angle)
要更新子d的位置,只需缩放方向(按速度)并将其添加到子d的位置即可:
self.pos = (self.pos[0]+self.dir[0]*self.speed, self.pos[1]+self.dir[1]*self.speed)
要将旋转的项目符号绘制在正确的位置,请获取旋转的项目符号的边界矩形并使用设置中心点
self.pos(请参阅如何使用PyGame围绕其中心旋转图像?):
bullet_rect = self.bullet.get_rect(center = self.pos)surf.blit(self.bullet, bullet_rect)
最小示例:
[![](https://i.stack.imgur.com/5jD0C.png) repl.it/@Rabbid76/PyGame-FireBulletInDirectionOfMouse](https://repl.it/@Rabbid76/PyGame-FireBulletInDirectionOfMouse#main.py)
import pygameimport mathpygame.init()window = pygame.display.set_mode((500, 500))clock = pygame.time.Clock()class Bullet: def __init__(self, x, y): self.pos = (x, y) mx, my = pygame.mouse.get_pos() self.dir = (mx - x, my - y) length = math.hypot(*self.dir) if length == 0.0: self.dir = (0, -1) else: self.dir = (self.dir[0]/length, self.dir[1]/length) angle = math.degrees(math.atan2(-self.dir[1], self.dir[0])) self.bullet = pygame.Surface((7, 2)).convert_alpha() self.bullet.fill((255, 255, 255)) self.bullet = pygame.transform.rotate(self.bullet, angle) self.speed = 2 def update(self): self.pos = (self.pos[0]+self.dir[0]*self.speed, self.pos[1]+self.dir[1]*self.speed) def draw(self, surf): bullet_rect = self.bullet.get_rect(center = self.pos) surf.blit(self.bullet, bullet_rect)bullets = []pos = (250, 250)run = Truewhile run: clock.tick(60) for event in pygame.event.get(): if event.type == pygame.QUIT: run = False if event.type == pygame.MOUSEBUTTONDOWN: bullets.append(Bullet(*pos)) for bullet in bullets[:]: bullet.update() if not window.get_rect().collidepoint(bullet.pos): bullets.remove(bullet) window.fill(0) pygame.draw.circle(window, (0, 255, 0), pos, 10) for bullet in bullets: bullet.draw(window) pygame.display.flip()
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