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Python Pygame在曲面内旋转矩形_Python_Rotation_Pygame_Surface_Rect - Fatal编程技术网

Python Pygame在曲面内旋转矩形

Python Pygame在曲面内旋转矩形,python,rotation,pygame,surface,rect,Python,Rotation,Pygame,Surface,Rect,我在跟踪两个矩形时遇到了问题,在旋转曲面后,我将它们点到曲面上。 有三个矩形绘制在表面上,代表玩家。按下左键和右键时,所有矩形都会围绕中心点正确旋转。 按下空格键时,“灯光”应打开和关闭,但它们始终在曲面底部重新绘制。 你能告诉我我做错了什么吗 import pygame from pygame.locals import * class Player(pygame.sprite.Sprite): height = 48 width = 48 colour = (30

我在跟踪两个矩形时遇到了问题,在旋转曲面后,我将它们点到曲面上。 有三个矩形绘制在表面上,代表玩家。按下左键和右键时,所有矩形都会围绕中心点正确旋转。 按下空格键时,“灯光”应打开和关闭,但它们始终在曲面底部重新绘制。 你能告诉我我做错了什么吗

import pygame
from pygame.locals import *


class Player(pygame.sprite.Sprite):
    height = 48
    width = 48
    colour = (30,144,255)

    def __init__(self):
        super(Player, self).__init__()
        self.surf = pygame.Surface((self.width, self.height))
        self.surf.fill((0, 0, 0))
        self.rect = self.surf.get_rect(center = (screen_width / 2, screen_height / 2))
        self.rotation = 0
        self.PlayerBody = pygame.draw.rect(self.surf, self.colour, Rect(15, 15, 20, 35))
        self.PlayerLightLeft = pygame.draw.rect(self.surf, (125, 0, 0), Rect(19, 45, 4, 4))
        self.PlayerLightRight = pygame.draw.rect(self.surf, (125, 0, 0), Rect(27, 45, 4, 4))
        self.lights = False
        self.lightsOnColour = (255, 0, 0)
        self.lightsOffColour = (125, 0, 0)
        self.lightsColour = self.lightsOffColour

    def update(self, pressedKey):
        if pressedKey == pygame.K_RIGHT:
            self.surf = pygame.transform.rotate(self.surf, -90)
        if pressedKey == pygame.K_LEFT:
            self.surf = pygame.transform.rotate(self.surf, 90)
        if pressedKey == pygame.K_SPACE:
            if self.lights:
                self.lightsColour = self.lightsOffColour
                self.lights = False
            else:
                self.lightsColour = self.lightsOnColour
                self.lights = True
        # always draws rectangles at the bottom of the surface
            self.PlayerLightLeft = pygame.draw.rect(self.surf, self.lightsColour, self.PlayerLightLeft)
            self.PlayerLightRight = pygame.draw.rect(self.surf, self.lightsColour, self.PlayerLightRight)


# initialize pygame
pygame.init()

screen_width = 800
screen_height = 600

screen = pygame.display.set_mode((screen_width, screen_height))
background = pygame.Surface(screen.get_size())
background.fill((255, 255, 255))

Player = Player()

running = True

while running:
    pressedKey = pygame.K_0
    for event in pygame.event.get():
        if event.type == KEYDOWN:
            if event.key == K_ESCAPE:
                running = False
            pressedKey = event.key
        elif event.type == QUIT:
            running = False
    screen.blit(background, (0, 0))
    Player.update(pressedKey)
    screen.blit(Player.surf, Player.rect)

    pygame.display.flip()

# end of game, quit
pygame.quit()

按下键时不要旋转播放器表面,而是将属性
angle
添加到类
player
,该属性存储表面的当前角度。
按下
K_RIGHT
K_LEFT
键时,更改
角度

职业玩家(pygame.sprite.sprite):
高度=48
宽度=48
颜色=(30144255)
定义初始化(自):
超级(玩家,自我)。\uuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu()
# [...]
自转角=0
def更新(自我更新,按键):
如果按键==pygame.K_RIGHT:
自转角=(自转角-90)%360
如果按下键==pygame.K_左键:
自转角=(自转角+90)%360
# [...] 
这将导致原始曲面永远不会更改,而更改“灯光”将始终有效

创建一个旋转曲面,该曲面由
Player.angle
blit
旋转曲面旋转:

rotSurf=pygame.transform.rotate(Player.surf,Player.angle)
screen.blit(rotSurf,Player.rect)

按下键时不要旋转播放器表面,而是向类
player
添加属性
angle
,该属性存储表面的当前角度。
按下
K_RIGHT
K_LEFT
键时,更改
角度

职业玩家(pygame.sprite.sprite):
高度=48
宽度=48
颜色=(30144255)
定义初始化(自):
超级(玩家,自我)。\uuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu()
# [...]
自转角=0
def更新(自我更新,按键):
如果按键==pygame.K_RIGHT:
自转角=(自转角-90)%360
如果按下键==pygame.K_左键:
自转角=(自转角+90)%360
# [...] 
这将导致原始曲面永远不会更改,而更改“灯光”将始终有效

创建一个旋转曲面,该曲面由
Player.angle
blit
旋转曲面旋转:

rotSurf=pygame.transform.rotate(Player.surf,Player.angle)
screen.blit(rotSurf,Player.rect)

Brilliant@Rabbid76!谢谢大家!

如果任何人有类似问题,请更新下面的代码

import pygame
from pygame.locals import *


class Player(pygame.sprite.Sprite):
    height = 48
    width = 48
    colour = (30,144,255)

    def __init__(self):
        super(Player, self).__init__()
        self.surf = pygame.Surface((self.width, self.height))
        self.surf.fill((0, 0, 0))
        self.rect = self.surf.get_rect(center = (screen_width / 2, screen_height / 2))
        self.angle = 0
        self.PlayerBody = pygame.draw.rect(self.surf, self.colour, Rect(15, 15, 20, 35))
        self.PlayerLightLeft = pygame.draw.rect(self.surf, (125, 0, 0), Rect(19, 45, 4, 4))
        self.PlayerLightRight = pygame.draw.rect(self.surf, (125, 0, 0), Rect(27, 45, 4, 4))
        self.lights = False
        self.lightsOnColour = (255, 0, 0)
        self.lightsOffColour = (125, 0, 0)
        self.lightsColour = self.lightsOffColour

    def update(self, pressedKey):
        if pressedKey == pygame.K_RIGHT:
            self.angle = (self.angle - 90) % 360
        if pressedKey == pygame.K_LEFT:
            self.angle = (self.angle + 90) % 360
        if pressedKey == pygame.K_SPACE:
            if self.lights:
                self.lightsColour = self.lightsOffColour
                self.lights = False
            else:
                self.lightsColour = self.lightsOnColour
                self.lights = True
            self.PlayerLightLeft = pygame.draw.rect(self.surf, self.lightsColour, self.PlayerLightLeft)
            self.PlayerLightRight = pygame.draw.rect(self.surf, self.lightsColour, self.PlayerLightRight)


# initialize pygame
pygame.init()

screen_width = 800
screen_height = 600

screen = pygame.display.set_mode((screen_width, screen_height))
background = pygame.Surface(screen.get_size())
background.fill((255, 255, 255))

Player = Player()

running = True

while running:
    pressedKey = pygame.K_0
    for event in pygame.event.get():
        if event.type == KEYDOWN:
            if event.key == K_ESCAPE:
                running = False
            pressedKey = event.key
        elif event.type == QUIT:
            running = False
    screen.blit(background, (0, 0))
    Player.update(pressedKey)
    rotSurf = pygame.transform.rotate(Player.surf, Player.angle)
    screen.blit(rotSurf, Player.rect)

    pygame.display.flip()

# end of game, quit
pygame.quit()

太棒了@Rabbid76!谢谢大家!

如果任何人有类似问题,请更新下面的代码

import pygame
from pygame.locals import *


class Player(pygame.sprite.Sprite):
    height = 48
    width = 48
    colour = (30,144,255)

    def __init__(self):
        super(Player, self).__init__()
        self.surf = pygame.Surface((self.width, self.height))
        self.surf.fill((0, 0, 0))
        self.rect = self.surf.get_rect(center = (screen_width / 2, screen_height / 2))
        self.angle = 0
        self.PlayerBody = pygame.draw.rect(self.surf, self.colour, Rect(15, 15, 20, 35))
        self.PlayerLightLeft = pygame.draw.rect(self.surf, (125, 0, 0), Rect(19, 45, 4, 4))
        self.PlayerLightRight = pygame.draw.rect(self.surf, (125, 0, 0), Rect(27, 45, 4, 4))
        self.lights = False
        self.lightsOnColour = (255, 0, 0)
        self.lightsOffColour = (125, 0, 0)
        self.lightsColour = self.lightsOffColour

    def update(self, pressedKey):
        if pressedKey == pygame.K_RIGHT:
            self.angle = (self.angle - 90) % 360
        if pressedKey == pygame.K_LEFT:
            self.angle = (self.angle + 90) % 360
        if pressedKey == pygame.K_SPACE:
            if self.lights:
                self.lightsColour = self.lightsOffColour
                self.lights = False
            else:
                self.lightsColour = self.lightsOnColour
                self.lights = True
            self.PlayerLightLeft = pygame.draw.rect(self.surf, self.lightsColour, self.PlayerLightLeft)
            self.PlayerLightRight = pygame.draw.rect(self.surf, self.lightsColour, self.PlayerLightRight)


# initialize pygame
pygame.init()

screen_width = 800
screen_height = 600

screen = pygame.display.set_mode((screen_width, screen_height))
background = pygame.Surface(screen.get_size())
background.fill((255, 255, 255))

Player = Player()

running = True

while running:
    pressedKey = pygame.K_0
    for event in pygame.event.get():
        if event.type == KEYDOWN:
            if event.key == K_ESCAPE:
                running = False
            pressedKey = event.key
        elif event.type == QUIT:
            running = False
    screen.blit(background, (0, 0))
    Player.update(pressedKey)
    rotSurf = pygame.transform.rotate(Player.surf, Player.angle)
    screen.blit(rotSurf, Player.rect)

    pygame.display.flip()

# end of game, quit
pygame.quit()