你有一个游戏循环,所以使用它。只需在每一帧中将角色移动到某个位置即可。例如每帧将字符移动step:
step = 1
if x2 + step <= x:
x2 += step
elif x2 - step >= x:
x2 -= step
else:
x2 = x
if y2 + step <= y:
y2 += step
elif y2 - step >= y:
y2 -= step
else:
y2 = y
对于更复杂的解决方案,您必须从指向目标的点计算 Euclidean distance。使用pygame.math.Vector2 进行计算。
计算跟随者和精灵之间的距离以及从 (follower_x, follower_y) 到 (mainsprite_x, mainsprite_y) 的单位方向向量。 Unit Vector 可以通过将方向向量除以距离或通过归一化 (normalize()) 方向向量来计算:
target_vector = Vector2(mainsprite_x, mainsprite_y)
follower_vector = Vector2(follower_x, follower_y)
distance = follower_vector.distance_to(target_vector)
direction_vector = target_vector - follower_vector
if distance > 0:
direction_vector /= distance
现在你可以定义一个精确的step_distance 并移动到精灵的follower int 方向:
if distance > 0:
new_follower_vector = follower_vector + direction_vector * step_distance.
定义一个maximum_distance 和一个minimum_distance。最小步距为:
min_step = max(0, distance - maximum_distance)
最大步距为
max_step = distance - minimum_distance
把它们放在一起:
minimum_distance = 0
maximum_distance = 10000
target_vector = Vector2(mainsprite_x, mainsprite_y)
follower_vector = Vector2(follower_x, follower_y)
new_follower_vector = Vector2(follower_x, follower_y)
distance = follower_vector.distance_to(target_vector)
if distance > minimum_distance:
direction_vector = (target_vector - follower_vector) / distance
min_step = max(0, distance - maximum_distance)
max_step = distance - minimum_distance
step_distance = min_step + (max_step - min_step) * LERP_FACTOR
new_follower_vector = follower_vector + direction_vector * step_distance
最小示例: repl.it/@Rabbid76/PyGame-FollowMouseSmoothly
import pygame
LERP_FACTOR = 0.05
minimum_distance = 25
maximum_distance = 100
def FollowMe(pops, fpos):
target_vector = pygame.math.Vector2(*pops)
follower_vector = pygame.math.Vector2(*fpos)
new_follower_vector = pygame.math.Vector2(*fpos)
distance = follower_vector.distance_to(target_vector)
if distance > minimum_distance:
direction_vector = (target_vector - follower_vector) / distance
min_step = max(0, distance - maximum_distance)
max_step = distance - minimum_distance
step_distance = min_step + (max_step - min_step) * LERP_FACTOR
new_follower_vector = follower_vector + direction_vector * step_distance
return (new_follower_vector.x, new_follower_vector.y)
pygame.init()
window = pygame.display.set_mode((500, 500))
clock = pygame.time.Clock()
follower = (100, 100)
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
player = pygame.mouse.get_pos()
follower = FollowMe(player, follower)
window.fill(0)
pygame.draw.circle(window, (0, 0, 255), player, 10)
pygame.draw.circle(window, (255, 0, 0), (round(follower[0]), round(follower[1])), 10)
pygame.display.flip()