pygame.transform.rotate 函数返回一个新表面并且不修改原始图像,因此您必须将其分配给self.image 属性。之后,您必须使用self.image.get_rect 创建一个新矩形,以便精灵保持居中。
下一个问题是旋转速度。 rot 属性是您必须通过 rot_speed 每帧更新的当前角度,例如self.rot += self.rot_speed.
我还将事件处理移至更新方法,并将所需的rot_speed 传递给rotate 方法。
在 update 方法中,self.acc += self.vel * PLAYER_FRICTION 和 self.image0 = self.image 导致错误行为,因此我将其删除。
这是一个固定的最小和完整版本:
import pygame
from pygame.math import Vector2 as Vec
WIDTH, HEIGHT = 640, 480
PLAYER_FRICTION = .95
PLAYER_ACC = .1
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((30, 50), pygame.SRCALPHA)
self.image.fill(pygame.Color('dodgerblue1'))
self.image0 = self.image
self.rect = self.image.get_rect()
self.pos = Vec(WIDTH / 2, HEIGHT / 2)
self.vel = Vec(0, 0)
self.acc = Vec(0, 0)
self.rot = 0
self.rot_speed = 3
self.last_update = pygame.time.get_ticks()
def rotate(self, rot_speed):
self.rot += rot_speed # Change `self.rot` (the angle).
# Rotate the original image.
self.image = pygame.transform.rotate(self.image0, self.rot)
# Get a new rect with the center of the old rect.
self.rect = self.image.get_rect(center=self.rect.center)
def update(self):
self.acc = Vec(0, 0)
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.acc.x = -PLAYER_ACC
if keys[pygame.K_RIGHT]:
self.acc.x = PLAYER_ACC
if keys[pygame.K_UP]:
self.acc.y = -PLAYER_ACC
if keys[pygame.K_DOWN]:
self.acc.y = PLAYER_ACC
# Call self.rotate with the desired speed.
if keys[pygame.K_z]:
self.rotate(self.rot_speed)
if keys[pygame.K_c]:
self.rotate(-self.rot_speed)
# apply translations
self.vel += self.acc
self.vel *= PLAYER_FRICTION
self.pos += self.vel + 0.5 * self.acc
# wrapping around the screen
if self.pos.x > WIDTH:
self.pos.x = 0
if self.pos.x < 0:
self.pos.x = WIDTH
if self.pos.y > HEIGHT:
self.pos.y = 0
if self.pos.y < 0:
self.pos.y = HEIGHT
self.rect.center = self.pos
def main():
screen = pygame.display.set_mode((640, 480))
clock = pygame.time.Clock()
all_sprites = pygame.sprite.Group(Player())
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
all_sprites.update()
screen.fill((30, 30, 30))
all_sprites.draw(screen)
pygame.display.flip()
clock.tick(30)
if __name__ == '__main__':
pygame.init()
main()
pygame.quit()
如果你想像汽车一样移动物体,你必须再做一些改变。如果按下 UP 或 DOWN 键,我会将self.acc 设置为所需的值,然后在更新方法中将其添加到self.vel。然后您还必须在 rotate 方法中旋转 self.acc 和 self.vel 向量,它可以按需要工作。
import pygame
from pygame.math import Vector2 as Vec
WIDTH, HEIGHT = 800, 600
PLAYER_FRICTION = .95
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((30, 50), pygame.SRCALPHA)
self.image.fill(pygame.Color('dodgerblue1'))
self.image0 = self.image
self.rect = self.image.get_rect()
self.pos = Vec(WIDTH / 2, HEIGHT / 2)
self.vel = Vec(0, 0)
self.acc = Vec(0, -1)
self.rot = 0
self.rot_speed = 3
self.last_update = pygame.time.get_ticks()
def rotate(self, rot_speed):
self.rot += rot_speed # Change `self.rot` (the angle).
self.acc.rotate_ip(-rot_speed)
self.vel.rotate_ip(-rot_speed)
# Rotate the original image.
self.image = pygame.transform.rotate(self.image0, self.rot)
# Get a new rect with the center of the old rect.
self.rect = self.image.get_rect(center=self.rect.center)
def update(self):
keys = pygame.key.get_pressed()
# Call self.rotate with the desired speed.
if keys[pygame.K_LEFT]:
self.rotate(self.rot_speed)
if keys[pygame.K_RIGHT]:
self.rotate(-self.rot_speed)
# Accelerate if UP or DOWN get pressed.
if keys[pygame.K_UP]:
self.vel += self.acc
if keys[pygame.K_DOWN]:
self.vel += self.acc
pygame.display.set_caption('Vel {}, Acc: {}'.format(self.vel, self.acc))
# apply translations
self.vel *= PLAYER_FRICTION
self.pos += self.vel
# wrapping around the screen
if self.pos.x > WIDTH:
self.pos.x = 0
if self.pos.x < 0:
self.pos.x = WIDTH
if self.pos.y > HEIGHT:
self.pos.y = 0
if self.pos.y < 0:
self.pos.y = HEIGHT
self.rect.center = self.pos
def main():
screen = pygame.display.set_mode((WIDTH, HEIGHT))
clock = pygame.time.Clock()
all_sprites = pygame.sprite.Group(Player())
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
all_sprites.update()
screen.fill((30, 30, 30))
all_sprites.draw(screen)
pygame.display.flip()
clock.tick(30)
if __name__ == '__main__':
pygame.init()
main()
pygame.quit()