要将对象移向鼠标,可以使用向量。只需从鼠标位置减去位置,将得到的矢量规格化,然后以所需的速度对其进行多次修改。这就给了你一个速度向量,你可以把它加到每一帧的self.pos上(同时更新rect,作为blit位置和碰撞检测)。在

调用Vector2.as_polar方法(它返回polar coordinates)来获得向量的角度,然后使用它来旋转原始图像。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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