python梦幻西游鼠标偏移_PYTHONPYGAME如何向鼠标位置移动和旋转多边形?
要將對象移向鼠標,可以使用向量。只需從鼠標位置減去位置,將得到的矢量規格化,然后以所需的速度對其進行多次修改。這就給了你一個速度向量,你可以把它加到每一幀的self.pos上(同時更新rect,作為blit位置和碰撞檢測)。在
調用Vector2.as_polar方法(它返回polar coordinates)來獲得向量的角度,然后使用它來旋轉原始圖像。在import pygame as pg
from pygame.math import Vector2
class Entity(pg.sprite.Sprite):
def __init__(self, pos, *groups):
super().__init__(*groups)
self.image = pg.Surface((50, 30), pg.SRCALPHA) # A transparent image.
# Draw a triangle onto the image.
pg.draw.polygon(self.image, pg.Color('dodgerblue2'),
((0, 0), (50, 15), (0, 30)))
# A reference to the original image to preserve the quality.
self.orig_image = self.image
self.rect = self.image.get_rect(center=pos)
self.vel = Vector2(0, 0)
self.pos = Vector2(pos)
def update(self):
# Subtract the pos vector from the mouse pos to get the heading,
# normalize this vector and multiply by the desired speed.
self.vel = (pg.mouse.get_pos() - self.pos).normalize() * 5
# Update the position vector and the rect.
self.pos += self.vel
self.rect.center = self.pos
# Rotate the image.
# `Vector2.as_polar` returns the polar coordinates (radius and angle).
radius, angle = self.vel.as_polar()
self.image = pg.transform.rotozoom(self.orig_image, -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()
entity = Entity((100, 300), all_sprites)
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()
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