我对Python还行,但是对Pygame还不太熟悉。我正在制作一款俯视角度的丧尸射击游戏。
我已经成功实现了通过按下箭头键来移动游戏角色。但是现在我需要让角色面向鼠标/光标而不需要一直点击屏幕。
有什么帮助吗?
for event in pygame.event.get():
if event.type == MOUSEMOTION:
mousex, mousey = event.pos
# build a vector between player position and mouse position
moveVector = (mousex-playerx, mousey-playery)
"""
compute the angle of moveVector from current vector that player is facing (faceVector).
you should be keeping and updating this unit vector, with each mouse motion
assume you have initial facing vector as (1,0) - facing East
"""
# compute angle as in [1]
# rotate the image to that angle and update faceVector
[1] - 如何计算两个向量之间的夹角:http://www.euclideanspace.com/maths/algebra/vectors/angleBetween/index.htm
当以小角度旋转图像时,图像可能会失去质量。这在Pygame文档页面中有所讨论:http://pygame.org/docs/ref/transform.html#pygame.transform.rotate
event.type == pygame.MOUSEMOTION
,你可以直接使用 event.pos
来获取鼠标位置,而不必调用 pygame.mouse.get_pos()
。 - Dan D.import math
mouseX, mouseY = pygame.mouse.get_pos()
playerX, playerY = player.get_pos()
angle = math.atan2(playerX-mouseX, playerY-mouseY)
工作代码:
import pygame, sys, math
from pygame.locals import *
#converte in base ai gradi le cordinate x,y
#maxXY= surface MaxXY
#gradoRot = grado di rotazione
#distXY = spostamento in x,y lungo il vettore di cordinate locali dalle cordinate x,y
#movement from one point to another
def Move(t0,t1,psx,psy,speed):
global mx
global my
speed = speed
distance = [t0 - psx, t1 - psy]
norm = math.sqrt(distance[0] ** 2 + distance[1] ** 2)
direction = [distance[0] / norm, distance[1 ] / norm]
bullet_vector = [direction[0] * speed, direction[1] * speed]
return bullet_vector
# Main Function
if __name__ == '__main__':
pygame.init()
FPS = 30 # frames per second setting
fpsClock = pygame.time.Clock()
# set up the window
DISPLAYSURF = pygame.display.set_mode((800, 600), 0, 32)
alfhaSurface = DISPLAYSURF.convert_alpha()
pygame.display.set_caption('test')
shipImg = pygame.image.load('ship.png')
shipImgcpy=shipImg.copy()
vetShip=pygame.math.Vector2(400,300)
gradi = 0
gradiRot=0
mouseX=0
mouseY=0
SHIP_W=40
SHIP_H=40
vetMouse=pygame.math.Vector2(mouseX,mouseY)
#main loop
while True:
DISPLAYSURF.fill((0,0,0))
alfhaSurface.fill((0,0,0))
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == MOUSEBUTTONDOWN:
mouseX, mouseY = pygame.mouse.get_pos()
vetMouse=pygame.math.Vector2(mouseX,mouseY)
gradiRot=**math.atan2(vetShip.x-vetMouse.x, vetShip.y-vetMouse.y)**
gradiRot=**math.degrees(gradiRot)**
pygame.display.set_caption(""+str(gradi) +"="+ str(gradiRot)+" "+ str(vetMouse.angle_to(vetShip)) )
pygame.draw.line(alfhaSurface, (255,255,255), (vetShip.x+SHIP_W,vetShip.y+SHIP_H),(vetMouse.x,vetMouse.y),1)
if gradi != int(gradiRot) :
if gradiRot > gradi and gradi != gradiRot :
gradi=gradi+1
if gradiRot < gradi and gradi != gradiRot :
gradi=gradi-1
shipImgcpy=pygame.transform.rotate(shipImg.copy(),gradi)
elif int(vetMouse.distance_to(vetShip)) >0:
posNext=Move(mouseX,mouseY,vetShip.x+SHIP_W,vetShip.y+SHIP_H,1)
vetShip=pygame.math.Vector2(vetShip.x+posNext[0],vetShip.y+posNext[1])
alfhaSurface.blit(shipImgcpy, tuple(vetShip))
DISPLAYSURF.blit(alfhaSurface,(0,0))
pygame.display.update()
fpsClock.tick(FPS)
_, angle = (pg.mouse.get_pos()-self.pos).as_polar()
这行代码首先计算到鼠标位置的向量(self.pos
必须是一个 pygame.math.Vector2
),然后 .as_polar()
返回向量的极坐标,包括径向距离和角度。最后使用负角度(因为 pygame 的 y 轴被翻转了)来旋转精灵图像并重新计算矩形。
import pygame as pg
class Player(pg.sprite.Sprite):
def __init__(self, pos):
super().__init__()
self.image = pg.Surface((50, 30), pg.SRCALPHA)
pg.draw.polygon(
self.image,
pg.Color('dodgerblue1'),
((1, 1), (49, 15), (1, 29)))
self.orig_img = self.image
self.rect = self.image.get_rect(center=pos)
self.pos = pg.math.Vector2(pos)
self.vel = pg.math.Vector2(0, 0)
def update(self):
self.rotate()
self.pos += self.vel
self.rect.center = self.pos
def rotate(self):
_, angle = (pg.mouse.get_pos()-self.pos).as_polar()
self.image = pg.transform.rotozoom(self.orig_img, -angle, 1)
self.rect = self.image.get_rect(center=self.rect.center)
def main():
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
all_sprites = pg.sprite.Group()
all_sprites.add(Player((300, 200)))
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
all_sprites.update()
screen.fill((30, 30, 30))
all_sprites.draw(screen)
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
pg.init()
main()
pg.quit()
math.atan2
可以作为一个替代方案。
def rotate(self):
rel_x, rel_y = pg.mouse.get_pos() - self.pos
angle = -math.degrees(math.atan2(rel_y, rel_x))
self.image = pg.transform.rotozoom(self.orig_img, angle, 1)
self.rect = self.image.get_rect(center=self.pos)
if event.type == MOUSEBUTTONDOWN:
mouseX, mouseY = pygame.mouse.get_pos()
vetMouse=pygame.math.Vector2(mouseX,mouseY)
gradiRot=vetMouse.angle_to(vetShip)