Pygame - 让精灵朝着它面向的方向移动

时间:2011-03-18 00:40:09

标签: python rotation sprite pygame

我正在制作一个自上而下的赛车游戏,当你按下左右键时我想让汽车旋转(我已经完成了那部分),精灵的旋转以度为单位存储在一个变量中。我希望能够按照它面向的方向加速移动。我可以自己弄清楚加速部分,它只是弄清楚那个方向上的像素究竟是什么。任何人都可以给我一些简单的代码来帮助解决这个问题吗?

以下是相关课程的内容:

def __init__(self, groups):
    super(Car, self).__init__(groups)
    self.originalImage = pygame.image.load(os.path.join("Data", "Images", "Car.png")) #TODO Make dynamic
    self.originalImage.set_colorkey((0,255,0))
    self.image = self.originalImage.copy() # The variable that is changed whenever the car is rotated.

    self.originalRect = self.originalImage.get_rect() # This rect is ONLY for width and height, the x and y NEVER change from 0!
    self.rect = self.originalRect.copy() # This is the rect used to represent the actual rect of the image, it is used for the x and y of the image that is blitted.

    self.velocity = 0 # Current velocity in pixels per second
    self.acceleration = 1 # Pixels per second (Also applies as so called deceleration AKA friction)
    self.topSpeed = 30 # Max speed in pixels per second
    self.rotation = 0 # In degrees
    self.turnRate = 5 # In degrees per second

    self.moving = 0 # If 1: moving forward, if 0: stopping, if -1: moving backward


    self.centerRect = None

def update(self, lastFrame):
    if self.rotation >= 360: self.rotation = 0
    elif self.rotation < 0: self.rotation += 360

    if self.rotation > 0:
        self.image = pygame.transform.rotate(self.originalImage.copy(), self.rotation)
        self.rect.size = self.image.get_rect().size
        self.center() # Attempt to center on the last used rect

    if self.moving == 1:
        self.velocity += self.acceleration #TODO make time based

    if self.velocity > self.topSpeed: self.velocity = self.topSpeed # Cap the velocity

2 个答案:

答案 0 :(得分:4)

三角函数:获取坐标的公式为:

# cos and sin require radians
x = cos(radians) * offset
y = sin(radians) * offset

您使用速度进行偏移。 (这意味着负速度将向后驱动)。

这样:

def rad_to_offset(radians, offset): # insert better func name.
    x = cos(radians) * offset
    y = sin(radians) * offset
    return [x, y]

loop_update类似于:

# vel += accel
# pos += rad_to_offset( self.rotation, vel )

math.cos,math.sin:使用弧度,所以

将旋转存储为弧度更简单。如果你想将速度/等定义为度数,你仍然可以。

# store radians, but define as degrees
car.rotation_accel = radians(45)
car.rotation_max_accel = radians(90)

答案 1 :(得分:1)

我真的不能指向this tutorial(*)。特别是,first part解释了如何进行旋转并使精灵在某些方向上移动。


(*)无耻的插件:-)但与问题非常相关。