首先必须定义Surface 上的枢轴位置:
image = pygame.image.load("boomerang64.png") # 64x64 surface
pivot = (48, 21) # position of the pivot on the image
当图像旋转时,它的大小会增加。我们必须比较图像旋转前和旋转后的axis aligned bounding box。
对于以下数学,使用pygame.math.Vector2。请注意,在屏幕坐标中,y 指向屏幕下方,但数学上的 y 轴点从底部到顶部。这导致在计算期间必须“翻转”y轴。请注意,pygame.math.Vector2.rotate 的旋转方向与 pygame.transform.rotate 的旋转方向相反。因此角度必须倒转。
用边界框的4个角点建立一个列表,并将向量旋转到角点pygame.math.Vector2.rotate。最后找到旋转框的最小值。由于 pygame 中的 y 轴指向下方,因此必须通过找到旋转倒置高度的最大值来补偿这一点 ("max(rotate(-h))"):
计算从图像中心到枢轴的向量:
image_rect = image.get_rect(topleft = (pos[0] - originPos[0], pos[1]-originPos[1]))
offset_center_to_pivot = pygame.math.Vector2(pos) - image_rect.center
旋转偏移向量:
rotated_offset = offset_center_to_pivot.rotate(-angle)
计算旋转图像的中心:
rotated_image_center = (pos[0] - rotated_offset.x, pos[1] - rotated_offset.y)
旋转和blit图像:
rotated_image = pygame.transform.rotate(image, angle)
rotated_image_rect = rotated_image.get_rect(center = rotated_image_center)
screen.blit(rotated_image, rotated_image_rect)
在下面的示例程序中,函数blitRotate(surf, image, pos, originPos, angle) 执行上述所有步骤,blit 将旋转的图像发送到与显示器关联的 Surface:
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surf 是目标表面
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image 是必须旋转的表面,blit
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pos 是目标 Surface surf 上枢轴的位置(相对于 surf 的左上角)
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originPos 是image 表面上的枢轴位置(相对于image 的左上角)
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angle 是以度为单位的旋转角度
import math
import pygame
def blitRotate(surf, image, pos, originPos, angle):
image_rect = image.get_rect(topleft = (pos[0] - originPos[0], pos[1]-originPos[1]))
offset_center_to_pivot = pygame.math.Vector2(pos) - image_rect.center
rotated_offset = offset_center_to_pivot.rotate(-angle)
rotated_image_center = (pos[0] - rotated_offset.x, pos[1] - rotated_offset.y)
rotated_image = pygame.transform.rotate(image, angle)
rotated_image_rect = rotated_image.get_rect(center = rotated_image_center)
surf.blit(rotated_image, rotated_image_rect)
pygame.init()
size = (400,400)
screen = pygame.display.set_mode(size)
clock = pygame.time.Clock()
image = pygame.image.load('Boomerang64.png')
pivot = (48, 21)
angle, frame = 0, 0
done = False
while not done:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
screen.fill(0)
pos = (200 + math.cos(frame * 0.05)*100, 200 + math.sin(frame * 0.05)*50)
blitRotate(screen, image, pos, pivot, angle)
pygame.draw.line(screen, (0, 255, 0), (pos[0]-20, pos[1]), (pos[0]+20, pos[1]), 3)
pygame.draw.line(screen, (0, 255, 0), (pos[0], pos[1]-20), (pos[0], pos[1]+20), 3)
pygame.draw.circle(screen, (0, 255, 0), pos, 7, 0)
pygame.display.flip()
frame += 1
angle += 10
pygame.quit()
exit()
同样的算法也可以用于Sprite。
在这种情况下,位置 (self.pos)、枢轴 (self.pivot) 和角度 (self.angle) 是类的实例属性。
在update 方法中计算self.rect 和self.image 属性。
最小示例: repl.it/@Rabbid76/PyGame-RotateSpriteAroundOffCenterPivot
import math
import pygame
class SpriteRotate(pygame.sprite.Sprite):
def __init__(self, imageName, origin, pivot):
super().__init__()
self.image = pygame.image.load(imageName)
self.original_image = self.image
self.rect = self.image.get_rect(topleft = (origin[0]-pivot[0], origin[1]-pivot[1]))
self.origin = origin
self.pivot = pivot
self.angle = 0
def update(self):
# offset from pivot to center
image_rect = self.original_image.get_rect(topleft = (self.origin[0] - self.pivot[0], self.origin[1]-self.pivot[1]))
offset_center_to_pivot = pygame.math.Vector2(self.origin) - image_rect.center
# roatated offset from pivot to center
rotated_offset = offset_center_to_pivot.rotate(-self.angle)
# roatetd image center
rotated_image_center = (self.pos[0] - rotated_offset.x, self.pos[1] - rotated_offset.y)
# get a rotated image
self.image = pygame.transform.rotate(self.original_image, self.angle)
self.rect = self.image.get_rect(center = rotated_image_center)
self.angle += 10
pygame.init()
size = (400,400)
screen = pygame.display.set_mode(size)
clock = pygame.time.Clock()
boomerang = SpriteRotate('Boomerang64.png', (200, 200), (48, 21))
all_sprites = pygame.sprite.Group(boomerang)
frame = 0
done = False
while not done:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
pos = (200 + math.cos(frame * 0.05)*100, 200 + math.sin(frame * 0.05)*50)
boomerang.pos = pos
all_sprites.update()
screen.fill(0)
all_sprites.draw(screen)
#pygame.draw.line(screen, (0, 255, 0), (pos[0]-20, pos[1]), (pos[0]+20, pos[1]), 3)
#pygame.draw.line(screen, (0, 255, 0), (pos[0], pos[1]-20), (pos[0], pos[1]+20), 3)
#pygame.draw.circle(screen, (0, 255, 0), pos, 7, 0)
pygame.display.flip()
frame += 1
pygame.quit()
exit()
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