如何解决如何在pygame中制作旋转而不失真的图像
我正在创建一个赛车游戏,我决定重写它,因为我意识到我最初以一种非常低效的方式编写它。我最初使用图像只是改变了它们在屏幕上的位置,但我现在正在尝试学习如何创建一个对象,但我遇到了一个最初遇到但我不知道如何在类中修复的问题。>
发生的情况是,当我转动图像时,它会扭曲很多并最终变慢,因为我认为 pygame 可能无法处理它。在我的旧代码中,我创建了原始图像的副本并旋转了修复失真问题的图像副本。我现在不知道如何在课堂上做同样的事情。
main.py
import pygame,random
#Let's import the Car Class
from Car import Car
pygame.init()
SCREENWIDTH=800
SCREENHEIGHT=600
size = (SCREENWIDTH,SCREENHEIGHT)
screen = pygame.display.set_mode(size)
pygame.display.set_caption("Car Racing")
#This will be a list that will contain all the sprites we intend to use in our game.
all_sprites_list = pygame.sprite.Group()
playerCar = Car(60,80,70)
playerCar.rect.x = 160
playerCar.rect.y = 100
# Add the car to the list of objects
all_sprites_list.add(playerCar)
#Allowing the user to close the window...
carryOn = True
clock=pygame.time.Clock()
while carryOn:
for event in pygame.event.get():
if event.type==pygame.QUIT:
carryOn=False
elif event.type==pygame.KEYDOWN:
if event.key==pygame.K_x:
playerCar.moveRight(10)
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
#playerCar.moveLeft(5)
playerCar.rot_center(2)
if keys[pygame.K_RIGHT]:
#playerCar.moveRight(5)
playerCar.rot_center(-2)
if keys[pygame.K_UP]:
playerCar.moveUp(5)
if keys[pygame.K_DOWN]:
playerCar.moveDown(5)
all_sprites_list.update()
#Drawing on Screen
screen.fill("white")
#Now let's draw all the sprites in one go. (For now we only have 1 sprite!)
all_sprites_list.draw(screen)
#Refresh Screen
pygame.display.flip()
#Number of frames per secong e.g. 60
clock.tick(25)
pygame.quit()
汽车.py
import pygame
WHITE = (255,255,255)
class Car(pygame.sprite.Sprite):
#This class represents a car. It derives from the "Sprite" class in Pygame.
def __init__(self,width,height,speed):
# Call the parent class (Sprite) constructor
super().__init__()
# Instead we could load a proper picture of a car...
self.image = pygame.image.load("car.png").convert_alpha()
self.image = pygame.transform.rotate(self.image,90)
#Initialise attributes of the car.
self.width=width
self.height=height
rect_surf = pygame.Surface((width,height),pygame.SRCALPHA)
rect_surf.fill((0,0))
self.rect_surf = rect_surf
# Draw the car (a rectangle!)
pygame.draw.rect(self.image,(0,0),[0,self.width,self.height])
# Fetch the rectangle object that has the dimensions of the image.
self.rect = self.image.get_rect()
def moveRight(self,pixels):
self.rect.x += pixels
def moveLeft(self,pixels):
self.rect.x -= pixels
def moveUp(self,pixels):
self.rect.y -= pixels
def moveDown(self,pixels):
self.rect.y += pixels
def changeSpeed(self,speed):
self.speed = speed
def rot_center(self,angle):
rotated_image = pygame.transform.rotate(self.image,angle)
new_rect = rotated_image.get_rect(center = self.image.get_rect(center = (self.rect.x + (self.rect.width / 2),self.rect.y + (self.rect.height / 2))).center)
self.image = rotated_image
self.rect = new_rect
有关如何解决此问题的任何帮助将不胜感激。我对如何在另一个问题 How do I make an object in pygame rotate 上最初打开图像有疑问。
我也不知道如何正确应用矩形,使其与图像的大小一致,并且不会在图像上创建透明点。 任何帮助将不胜感激谢谢。 :):)
解决方法
您应该将原始图像保留在带有角度的分离变量中
self.original_image = pygame.image.load("car.png").convert_alpha()
self.angle = 90
并使用它在开始时生成旋转图像
self.image = pygame.transform.rotate(self.original_image,self.angle)
之后你应该增加 self.angle
并再次使用原始图像创建旋转图像
def rot_center(self,angle):
self.angle += angle
rotated_image = pygame.transform.rotate(self.original_image,self.angle)
new_rect = rotated_image.get_rect(center=self.rect.center)
self.image = rotated_image
self.rect = new_rect
甚至更短
def rot_center(self,angle):
self.angle += angle
self.image = pygame.transform.rotate(self.original_image,self.angle)
self.rect = self.image.get_rect(center=self.rect.center)
完整的工作代码
我用红色矩形代替图像,所以每个人都可以运行它并测试它。
我使用 pygame.math.Vector2(pixels,0).rotate(self.angle)
使用当前角度向上/向下移动 - 汽车方向 - 而不是移动到屏幕的顶部/底部。
import pygame
import random
# --- constants ---
WHITE = (255,255,255)
RED = (255,0)
SCREENWIDTH = 800
SCREENHEIGHT = 600
size = (SCREENWIDTH,SCREENHEIGHT)
# --- classes ---
class Car(pygame.sprite.Sprite):
#This class represents a car. It derives from the "Sprite" class in Pygame.
def __init__(self,width,height,speed):
# Call the parent class (Sprite) constructor
super().__init__()
#Initialise attributes of the car.
self.width = width
self.height = height
# Instead we could load a proper picture of a car...
#self.original_image = pygame.image.load("car.png").convert_alpha()
self.original_image = pygame.surface.Surface((width,height)).convert_alpha()
self.original_image.fill(RED)
self.angle = 90
self.image = pygame.transform.rotate(self.original_image,self.angle)
# Fetch the rectangle object that has the dimensions of the image.
self.rect = self.image.get_rect()
def moveRight(self,pixels):
self.rect.x += pixels
def moveLeft(self,pixels):
self.rect.x -= pixels
def moveUp(self,pixels):
#self.rect.y += pixels
x,y = pygame.math.Vector2(pixels,0).rotate(self.angle)
self.rect.x += x
self.rect.y -= y
def moveDown(self,0).rotate(self.angle)
self.rect.x -= x
self.rect.y += y
def changeSpeed(self,speed):
self.speed = speed
def rot_center(self,angle):
self.angle += angle
self.image = pygame.transform.rotate(self.original_image,self.angle)
self.rect = self.image.get_rect(center=self.rect.center)
# --- main ---
pygame.init()
screen = pygame.display.set_mode(size)
pygame.display.set_caption("Car Racing")
#This will be a list that will contain all the sprites we intend to use in our game.
all_sprites_list = pygame.sprite.Group()
playerCar = Car(60,80,70)
playerCar.rect.x = 160
playerCar.rect.y = 100
# Add the car to the list of objects
all_sprites_list.add(playerCar)
#Allowing the user to close the window...
carryOn = True
clock = pygame.time.Clock()
while carryOn:
for event in pygame.event.get():
if event.type == pygame.QUIT:
carryOn=False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_x:
playerCar.moveRight(10)
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
#playerCar.moveLeft(5)
playerCar.rot_center(2)
if keys[pygame.K_RIGHT]:
#playerCar.moveRight(5)
playerCar.rot_center(-2)
if keys[pygame.K_UP]:
playerCar.moveUp(5)
if keys[pygame.K_DOWN]:
playerCar.moveDown(5)
all_sprites_list.update()
#Drawing on Screen
screen.fill("white")
#Now let's draw all the sprites in one go. (For now we only have 1 sprite!)
all_sprites_list.draw(screen)
#Refresh Screen
pygame.display.flip()
#Number of frames per secong e.g. 60
clock.tick(25)
pygame.quit()
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