calculating direction of the player to shoot pygame

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死守一世寂寞
死守一世寂寞 2020-12-02 02:51

This is my player class

class Player:
    def  __init__(self, image):
        self.rotation_angle = 0

    def rotate(self, keys, left, right):
        if k         


        
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  • 2020-12-02 03:38

    The unit of the angle for the mathematical operations math.sin and math.cos is radian, but the unit of the angel for pygame.transform.rotate() is degrees. Furthermore you have to create a pygame.Surface with the flag SRCALPHA and to fill the surface with the bullet color, before it is rotated:

    class Bullet:
        def __init__(self):
            self.pos = [player1.pos[0], player1.pos[1]]
            self.direction = math.radians(player1.rotation_angle)
            self.bullet = pygame.Surface((10, 5), pygame.SRCALPHA)
            self.bullet.fill((100, 200, 120))
            self.rotated_bullet = pygame.transform.rotate(self.bullet, player1.rotation_angle)
            self.time = 0
    

    In pygame the y axis points form the top to the bottom. That is the opposite direction than in a usual Cartesian coordinate system. Because of that the y coordinate of the direction has to be inverted:

    class Bullet:
        # [...]
    
        def shoot(self):
            self.pos[0] += math.cos(self.direction) * self.time
            self.pos[1] -= math.sin(self.direction) * self.time
            self.time += 0.5
    

    See the example:

    import pygame
    import math
    
    pygame.init()
    WIDTH, HEIGHT = 500, 500
    window = pygame.display.set_mode((500, 500))
    clock = pygame.time.Clock()
    
    class Player():
        def  __init__(self):
            self.rotation_angle = 0
            self.player = pygame.Surface((20, 20), pygame.SRCALPHA)
            self.player.fill((0, 255, 0))
            self.rotated_player = self.player
            self.pos = (WIDTH//2, HEIGHT//2)
            
        def rotate(self, keys, left, right):
            if keys[right]:
                self.rotation_angle -= 0.5
            if keys[left]:
                self.rotation_angle += 0.5
            self.rotated_player = pygame.transform.rotate(self.player, (self.rotation_angle))
    
    class Bullet:
        def __init__(self):
            self.pos = [player1.pos[0], player1.pos[1]]
            self.direction = math.radians(player1.rotation_angle)
            self.bullet = pygame.Surface((10, 5), pygame.SRCALPHA)
            self.bullet.fill((100, 200, 120))
            self.rotated_bullet = pygame.transform.rotate(self.bullet, player1.rotation_angle)
            self.time = 0
    
        def shoot(self):
            self.pos[0] += math.cos(self.direction) * self.time
            self.pos[1] -= math.sin(self.direction) * self.time
            self.time += 0.5
    
    player1 = Player()
    
    bullets = []
    pos = (250, 250)
    run = True
    while run:
        clock.tick(60)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False
            if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
                bullets.append(Bullet())
    
        keys = pygame.key.get_pressed()
        player1.rotate(keys, pygame.K_LEFT, pygame.K_RIGHT)       
    
        for bullet in bullets[:]:
            bullet.shoot()
            if not window.get_rect().collidepoint(bullet.pos):
                bullets.remove(bullet)
    
        window.fill(0)
        window.blit(player1.rotated_player, player1.rotated_player.get_rect(center=player1.pos))
        for bullet in bullets:
            window.blit(bullet.rotated_bullet, bullet.rotated_bullet.get_rect(center=bullet.pos))
        pygame.display.flip()
    

    See also

    Why aren't any bullets appearing on screen? - pygame
    Shooting a bullet in pygame in the direction of mouse

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