Pygame Making A Sprite Face The Mouse [duplicate] - python

This question already has answers here:
Can't understand how to make character face mouse in PyGame
(2 answers)
How do I make my player rotate towards mouse position?
(1 answer)
How do I rotate an image around its center using Pygame?
(6 answers)
Closed 2 years ago.
Im New To Pygame But Kinda OK On Python, Im Creating A Zombie Shooting Game With an overhead view.
I managed to make the character move when pressing the arrow keys. But now i need to get the player to FACE the mouse/cursor without clicking the screen all the time.
Any Help?

for event in pygame.event.get():
if event.type == MOUSEMOTION:
mousex, mousey = event.pos
# build a vector between player position and mouse position
moveVector = (mousex-playerx, mousey-playery)
"""
compute the angle of moveVector from current vector that player is facing (faceVector).
you should be keeping and updating this unit vector, with each mouse motion
assume you have initial facing vector as (1,0) - facing East
"""
# compute angle as in [1]
# rotate the image to that angle and update faceVector
[1] - How to Find the Angle Between Two Vectors:
http://www.euclideanspace.com/maths/algebra/vectors/angleBetween/index.htm
Your image may lose quality when rotated at a small angle. It's discussed in Pygame documentation page: http://pygame.org/docs/ref/transform.html#pygame.transform.rotate

import math
mouseX, mouseY = pygame.mouse.get_pos()
playerX, playerY = player.get_pos()
angle = math.atan2(playerX-mouseX, playerY-mouseY)
You might have to fiddle with the order of subtraction (ie, it might be mousePosition-playerPosition) or the order of the x and y parameters to atan2 (ie, you might need to pass in the Y difference as the first parameter rather than the X) but that depends on your coordinate system.

working code :
import pygame, sys, math
from pygame.locals import *
#converte in base ai gradi le cordinate x,y
#maxXY= surface MaxXY
#gradoRot = grado di rotazione
#distXY = spostamento in x,y lungo il vettore di cordinate locali dalle cordinate x,y
#movement from one point to another
def Move(t0,t1,psx,psy,speed):
global mx
global my
speed = speed
distance = [t0 - psx, t1 - psy]
norm = math.sqrt(distance[0] ** 2 + distance[1] ** 2)
direction = [distance[0] / norm, distance[1 ] / norm]
bullet_vector = [direction[0] * speed, direction[1] * speed]
return bullet_vector
# Main Function
if __name__ == '__main__':
pygame.init()
FPS = 30 # frames per second setting
fpsClock = pygame.time.Clock()
# set up the window
DISPLAYSURF = pygame.display.set_mode((800, 600), 0, 32)
alfhaSurface = DISPLAYSURF.convert_alpha()
pygame.display.set_caption('test')
shipImg = pygame.image.load('ship.png')
shipImgcpy=shipImg.copy()
vetShip=pygame.math.Vector2(400,300)
gradi = 0
gradiRot=0
mouseX=0
mouseY=0
SHIP_W=40
SHIP_H=40
vetMouse=pygame.math.Vector2(mouseX,mouseY)
#main loop
while True:
DISPLAYSURF.fill((0,0,0))
alfhaSurface.fill((0,0,0))
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
if event.type == MOUSEBUTTONDOWN:
mouseX, mouseY = pygame.mouse.get_pos()
vetMouse=pygame.math.Vector2(mouseX,mouseY)
gradiRot=**math.atan2(vetShip.x-vetMouse.x, vetShip.y-vetMouse.y)**
gradiRot=**math.degrees(gradiRot)**
pygame.display.set_caption(""+str(gradi) +"="+ str(gradiRot)+" "+ str(vetMouse.angle_to(vetShip)) )
pygame.draw.line(alfhaSurface, (255,255,255), (vetShip.x+SHIP_W,vetShip.y+SHIP_H),(vetMouse.x,vetMouse.y),1)
if gradi != int(gradiRot) :
if gradiRot > gradi and gradi != gradiRot :
gradi=gradi+1
if gradiRot < gradi and gradi != gradiRot :
gradi=gradi-1
shipImgcpy=pygame.transform.rotate(shipImg.copy(),gradi)
elif int(vetMouse.distance_to(vetShip)) >0:
posNext=Move(mouseX,mouseY,vetShip.x+SHIP_W,vetShip.y+SHIP_H,1)
vetShip=pygame.math.Vector2(vetShip.x+posNext[0],vetShip.y+posNext[1])
alfhaSurface.blit(shipImgcpy, tuple(vetShip))
DISPLAYSURF.blit(alfhaSurface,(0,0))
pygame.display.update()
fpsClock.tick(FPS)

_, angle = (pg.mouse.get_pos()-self.pos).as_polar()
This line first calculates a vector to the mouse position (self.pos has to be a pygame.math.Vector2) and .as_polar() returns the polar coordinates of the vector which consist of the radial distance and the angle. Finally use the negative angle (because pygame's y-axis is flipped) to rotate the image of the sprite and recalculate the rect.
import pygame as pg
class Player(pg.sprite.Sprite):
def __init__(self, pos):
super().__init__()
self.image = pg.Surface((50, 30), pg.SRCALPHA)
pg.draw.polygon(
self.image,
pg.Color('dodgerblue1'),
((1, 1), (49, 15), (1, 29)))
self.orig_img = self.image
self.rect = self.image.get_rect(center=pos)
self.pos = pg.math.Vector2(pos)
self.vel = pg.math.Vector2(0, 0)
def update(self):
self.rotate()
self.pos += self.vel
self.rect.center = self.pos
def rotate(self):
_, angle = (pg.mouse.get_pos()-self.pos).as_polar()
self.image = pg.transform.rotozoom(self.orig_img, -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()
all_sprites.add(Player((300, 200)))
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()
math.atan2 can be used as an alternative.
def rotate(self):
rel_x, rel_y = pg.mouse.get_pos() - self.pos
angle = -math.degrees(math.atan2(rel_y, rel_x))
self.image = pg.transform.rotozoom(self.orig_img, angle, 1)
self.rect = self.image.get_rect(center=self.pos)

if event.type == MOUSEBUTTONDOWN:
mouseX, mouseY = pygame.mouse.get_pos()
vetMouse=pygame.math.Vector2(mouseX,mouseY)
gradiRot=vetMouse.angle_to(vetShip)

Related

How do I make a image move towards another? [duplicate]

I'm having trouble with moving sprites. I can move them in the x and y axis with no problem at all. What I can't figure out is how can I move them according to a certain angle. What I mean is, I'm trying to create a function which includes the object I'm trying to move, its speed, and its direction(which should be measured in degrees). Something like:
MovingObject(obj,speed,direction) #this is the function I'm trying to define
It's more like a "spawning function" rather than just movement... Take for example that I would like to create an object of the class "Bullet" and want it to follow certain direction (different from the x and y axis, of course)
Actually I have no clear idea of how to do such thing and I would like some advice in order to achieve so.
Thanks for reading this!
EDIT:
#Joran Beasley I tried to do what you told me...but I guess I did it wrong...
import pygame, math, time
screen=pygame.display.set_mode((320,240))
clock=pygame.time.Clock()
pygame.init()
def calculate_new_xy(old_xy,speed,angle_in_radians):
new_x = old_xy.x + (speed*math.cos(angle_in_radians))
new_y = old_xy.y + (speed*math.sin(angle_in_radians))
return new_x, new_y
class Bullet(pygame.sprite.Sprite):
def __init__(self,x,y,direction,speed):
pygame.sprite.Sprite.__init__(self)
self.image=pygame.Surface((16, 16))
self.image.fill((255,0,0))
self.rect=self.image.get_rect()
self.rect.center=(x,y)
self.direction=math.radians(direction)
self.speed=speed
def update(self):
self.rect.center=calculate_new_xy(self.rect,self.speed,self.direction)
spr=pygame.sprite.Group()
bullet=Bullet(160,120,45,1); spr.add(bullet)
play=True
while play:
clock.tick(60)
for ev in pygame.event.get():
if ev.type == pygame.QUIT:
play=False
screen.fill((0,0,0))
spr.update()
spr.draw(screen)
pygame.display.flip()
pygame.quit()
The object moves but... not in the specified direction...
you just need a little basic trig
def calculat_new_xy(old_xy,speed,angle_in_radians):
new_x = old_xy.X + (speed*math.cos(angle_in_radians))
new_y = old_xy.Y + (speed*math.sin(angle_in_radians))
return new_x, new_y
--- edit ---
Here is your code from above edited to work
import pygame, math, time
screen=pygame.display.set_mode((320,240))
clock=pygame.time.Clock()
pygame.init()
def calculate_new_xy(old_xy,speed,angle_in_radians):
new_x = old_xy[0] + (speed*math.cos(angle_in_radians))
new_y = old_xy[1] + (speed*math.sin(angle_in_radians))
return new_x, new_y
class Bullet(pygame.sprite.Sprite):
def __init__(self,x,y,direction,speed):
pygame.sprite.Sprite.__init__(self)
self.image=pygame.Surface((16, 16))
self.image.fill((255,0,0))
self.rect=self.image.get_rect()
self.rect.center=(x,y)
self.direction=math.radians(direction)
self.speed=speed
def update(self):
self.rect.center=calculate_new_xy(self.rect.center,self.speed,self.direction)
spr=pygame.sprite.Group()
bullet=Bullet(160,120,45,2); spr.add(bullet)
play=True
while play:
clock.tick(60)
for ev in pygame.event.get():
if ev.type == pygame.QUIT:
play=False
screen.fill((0,0,0))
spr.update()
spr.draw(screen)
pygame.display.flip()
pygame.quit()
I recommend to use vectors. To get the velocity, rotate the start direction vector Vector2(1, 0) by the angle and multiply it by the desired speed. Then just add this velocity vector to the position vector in the update method and also update the rect position to move the sprite. (Press 'a' or 'd' to rotate, mouse 1 or space to shoot.)
import pygame as pg
from pygame.math import Vector2
pg.init()
screen = pg.display.set_mode((640, 480))
screen_rect = screen.get_rect()
FONT = pg.font.Font(None, 24)
BULLET_IMAGE = pg.Surface((20, 11), pg.SRCALPHA)
pg.draw.polygon(BULLET_IMAGE, pg.Color('aquamarine1'),
[(0, 0), (20, 5), (0, 11)])
class Bullet(pg.sprite.Sprite):
def __init__(self, pos, angle):
super().__init__()
self.image = pg.transform.rotate(BULLET_IMAGE, -angle)
self.rect = self.image.get_rect(center=pos)
# To apply an offset to the start position,
# create another vector and rotate it as well.
offset = Vector2(40, 0).rotate(angle)
# Then add the offset vector to the position vector.
self.pos = Vector2(pos) + offset # Center of the sprite.
# Rotate the direction vector (1, 0) by the angle.
# Multiply by desired speed.
self.velocity = Vector2(1, 0).rotate(angle) * 9
def update(self):
self.pos += self.velocity # Add velocity to pos to move the sprite.
self.rect.center = self.pos # Update rect coords.
if not screen_rect.contains(self.rect):
self.kill()
def main():
clock = pg.time.Clock()
cannon_img = pg.Surface((40, 20), pg.SRCALPHA)
cannon_img.fill(pg.Color('aquamarine3'))
cannon = cannon_img.get_rect(center=(320, 240))
angle = 0
bullet_group = pg.sprite.Group() # Add bullets to this group.
while True:
for event in pg.event.get():
if event.type == pg.QUIT:
return
elif event.type == pg.MOUSEBUTTONDOWN:
# Left button fires a bullet from center with
# current angle. Add the bullet to the bullet_group.
if event.button == 1:
bullet_group.add(Bullet(cannon.center, angle))
keys = pg.key.get_pressed()
if keys[pg.K_a]:
angle -= 3
elif keys[pg.K_d]:
angle += 3
if keys[pg.K_SPACE]:
bullet_group.add(Bullet(cannon.center, angle))
# Rotate the cannon image.
rotated_cannon_img = pg.transform.rotate(cannon_img, -angle)
cannon = rotated_cannon_img.get_rect(center=cannon.center)
bullet_group.update()
# Draw
screen.fill((30, 40, 50))
screen.blit(rotated_cannon_img, cannon)
bullet_group.draw(screen)
txt = FONT.render('angle {:.1f}'.format(angle), True, (150, 150, 170))
screen.blit(txt, (10, 10))
pg.display.update()
clock.tick(30)
if __name__ == '__main__':
main()
pg.quit()
Regarding the code in your added example, the easiest solution is to calculate the speed_x and speed_y ("velocity" would be more fitting) in the __init__ method and then just update the self.rect.x and y attributes in the update method.
import math
import pygame
pygame.init()
screen = pygame.display.set_mode((640, 480))
clock = pygame.time.Clock()
BULLET_IMAGE = pygame.Surface((20, 11), pygame.SRCALPHA)
pygame.draw.polygon(BULLET_IMAGE, pygame.Color('aquamarine1'),
[(0, 0), (20, 5), (0, 11)])
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y, angle, speed):
pygame.sprite.Sprite.__init__(self)
# Rotate the bullet image (negative angle because y-axis is flipped).
self.image = pygame.transform.rotate(BULLET_IMAGE, -angle)
self.rect = self.image.get_rect(center=(x, y))
angle = math.radians(angle)
self.speed_x = speed * math.cos(angle)
self.speed_y = speed * math.sin(angle)
def update(self):
self.rect.x += self.speed_x
self.rect.y += self.speed_y
spr = pygame.sprite.Group()
bullet = Bullet(10, 10, 60, 3)
bullet2 = Bullet(10, 10, 30, 3)
spr.add(bullet, bullet2)
play = True
while play:
clock.tick(60)
for ev in pygame.event.get():
if ev.type == pygame.QUIT:
play = False
screen.fill((30,30,40))
spr.update()
spr.draw(screen)
pygame.display.flip()
pygame.quit()
There's a problem, because pygame.Rects can only have ints as the x and y attributes, so the movement won't be 100% correct. To solve this problem, you need to store the coords/position of the sprite in separate variables, add the speed to them and afterwards update the rect:
# In `__init__`.
self.pos_x = x
self.pos_y = y
def update(self):
self.pos_x += self.speed_x
self.pos_y += self.speed_y
self.rect.center = (self.pos_x, self.pos_y)
If you are using Pygame, I suggest to use pygame.math.Vector2 for this task. Set a direction vector from its Polar coordinates (speed, angle_in_degrees) with from_polar(). Add this vector to the current position of the bullet. This is more comprehensible than using sin and cos:
def calculate_new_xy(old_xy, speed, angle_in_degrees):
move_vec = pygame.math.Vector2()
move_vec.from_polar((speed, angle_in_degrees))
return old_xy + move_vec
Be aware, that a pygame.Rect can only store integer coordinates. This is because a pygame.Rect is supposed to represent an area on the screen:
The coordinates for Rect objects are all integers. [...]
If you want the bullet to go straight in a certain direction at an angle that is not divisible by 45 °, you must store object positions with floating point accuracy. You have to store the location of the object in separate variables respectively attributes and to synchronize the pygame.Rect object. round the coordinates and assign it to the location (e.g. .topleft) of the rectangle:
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y, direction, speed):
# [...]
self.rect = self.image.get_rect(center = (x, y))
self.pos = (x, y)
def update(self, screen):
self.pos = calculate_new_xy(self.pos, self.speed, -self.direction)
self.rect.center = round(self.pos[0]), round(self.pos[1])
See also Move towards target
Minimal example
import pygame
def calculate_new_xy(old_xy, speed, angle_in_degrees):
move_vec = pygame.math.Vector2()
move_vec.from_polar((speed, angle_in_degrees))
return old_xy + move_vec
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y, direction, speed):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((16, 8), pygame.SRCALPHA)
self.image.fill((255, 0, 0))
self.image = pygame.transform.rotate(self.image, direction)
self.rect = self.image.get_rect(center = (x, y))
self.pos = (x, y)
self.direction = direction
self.speed = speed
def update(self, screen):
self.pos = calculate_new_xy(self.pos, self.speed, -self.direction)
self.rect.center = round(self.pos[0]), round(self.pos[1])
if not screen.get_rect().colliderect(self.rect):
self.kill()
pygame.init()
screen = pygame.display.set_mode((320,240))
clock = pygame.time.Clock()
spr = pygame.sprite.Group()
play = True
frame_count = 0
while play:
clock.tick(60)
for ev in pygame.event.get():
if ev.type == pygame.QUIT:
play = False
spr.update(screen)
if (frame_count % 10) == 0:
spr.add(Bullet(*screen.get_rect().center, frame_count, 2))
frame_count += 1
screen.fill((0,0,0))
spr.draw(screen)
pygame.draw.circle(screen, (64, 128, 255), screen.get_rect().center, 10)
pygame.display.flip()
pygame.quit()
exit()

Pygame sprite not turning accordingly to mouse [duplicate]

This question already has answers here:
How to rotate an image(player) to the mouse direction?
(2 answers)
How do I rotate a sprite towards the mouse and move it?
(2 answers)
Closed 2 years ago.
I've been trying and trying, but basically I wanna make a tank game which has a tank that can turn itself by the mouse to fire bullets; when you turn your mouse to a direction, the sprite will follow exactly. the problem is, I can't turn the tank with any code, no matter what.
import os
import pygame
import math
pygame.init()
os.environ['SDL_VIDEO_WINDOW_POS'] = "%d,%d" % (0, 30)
icon = pygame.image.load('Sprite3.png')
pygame.display.set_icon((icon))
pygame.display.set_caption('DeMass.io')
class Tank(object): # represents the bird, not the game
def __init__(self):
""" The constructor of the class """
self.image = pygame.image.load('Sprite0.png')
# the bird's position
self.x = 0
self.y = 0
def handle_keys(self):
""" Handles Keys """
key = pygame.key.get_pressed()
dist = 1
if key[pygame.K_DOWN] or key[pygame.K_s]:
self.y += dist # move down
elif key[pygame.K_UP] or key[pygame.K_w]:
self.y -= dist # move up
if key[pygame.K_RIGHT] or key[pygame.K_d]:
self.x += dist # move right
elif key[pygame.K_LEFT] or key[pygame.K_a]:
self.x -= dist # move left
def draw(self, surface):
""" Draw on surface """
# blit yourself at your current position
surface.blit(self.image, (self.x, self.y))
w = 1900
h = 10000
screen = pygame.display.set_mode((w, h))
tank = Tank() # create an instance
clock = pygame.time.Clock()
connection_angle = 90
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit() # quit the screen
running = False
screen.fill((255, 255, 255))
tank.draw(screen)
pygame.display.update()
tank.handle_keys()
clock.tick(100)
You can use the atan2 function from the built-in math module to calcualte the angle between two coordinates,
and then rotate your sprite accordingly:
import pygame
from math import atan2, degrees
wn = pygame.display.set_mode((400, 400))
class Player(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((30, 40), pygame.SRCALPHA)
self.image.fill((255, 0, 0))
self.rect = self.image.get_rect(topleft=(185, 180))
def point_at(self, x, y):
rotated_image = pygame.transform.rotate(self.image, degrees(atan2(x-self.rect.x, y-self.rect.y)))
new_rect = rotated_image.get_rect(center=self.rect.center)
wn.fill((0, 0, 0))
wn.blit(rotated_image, new_rect.topleft)
player = Player()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
elif event.type == pygame.MOUSEMOTION:
player.point_at(*pygame.mouse.get_pos())
pygame.display.update()
Output:

How to rotate an image(player) to the mouse direction?

Im thinking about making a 2d shooting game in pygame and i want to make my player(Player_1) point to the mouse direction.I looked for a solution for hours and tried all solution i could find but none had worked so can you pls help me ?
Here's my code:
import pygame, sys, os
from pygame.locals import *
os.environ['SDL_VIDEO_CENTERED'] = '1'
pygame.init()
#Exit settings
def quit():
pygame.quit()
sys.quit()
def events():
for event in pygame.event.get():
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
quit()
#IDS
CLOCK=pygame.time.Clock()
FPS=120
DS=pygame.display.set_mode((0,0), pygame.FULLSCREEN)
pygame.display.set_caption("Shooting simulator")
W,H=DS.get_size()
P_X=W/2-50
P_Y=H/2-50
#Colors
Red=pygame.Color("#FF0000")
Blue=pygame.Color("#0000FF")
Green=pygame.Color("#00FF00")
Black=pygame.Color("#000000")
White=pygame.Color("#FFFFFF")
#IGT(in game things)
Player_1=pygame.image.load("Img/Player_1.png").convert()
def game_loop():
while True:
events()
DS.fill(White)
DS.blit(Player_1,(P_X,P_Y))
pygame.display.flip()
game_loop()
This is my player(Player_1)
I will really appreciate all help.
You have to compute the angle of the vector from the player to the mouse. get the mouse position by pygame.mouse.get_pos() and the rectangle (pygame.Rect) around the player:
mx, my = pygame.mouse.get_pos()
player_rect = Player_1.get_rect(topleft=(P_X,P_Y))
Calculate the vector from the player to the mouse and compute the angle of vector by math.atan2. The y-axis needs to be reversed (-dy) as the y-axis is generally pointing up, but in the PyGame coordinate system the y-axis is pointing down.
dx, dy = mx - player_rect.centerx, player_rect.centery - my
angle = math.degrees(math.atan2(-dy, dx)) - correction_angle
In addition, a correction angle must be deducted (- correction_angle). The correction angle depends on the Sprite. If the Sprite
is looking to the right, the correction angle is 0: correction_angle = 0
is looking up, the correction angle is 90: correction_angle = 90
is looking to the left, the correction angle is 180: correction_angle = 180
is looking down, the correction angle is 270: correction_angle = 270
Rotate the player with pygame.transform.rotate() by the angle around its center:
(See also How do I rotate an image around its center using Pygame?)
rot_image = pygame.transform.rotate(Player_1, angle)
rot_image_rect = rot_image.get_rect(center=player_rect.center)
Minimal example: repl.it/#Rabbid76/PyGame-RotateWithMouse
import math
import pygame
pygame.init()
window = pygame.display.set_mode((300, 300))
player = pygame.image.load("player.png").convert_alpha()
# 0 - image is looking to the right
# 90 - image is looking up
# 180 - image is looking to the left
# 270 - image is looking down
correction_angle = 90
run = True
while run:
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
player_pos = window.get_rect().center
player_rect = player.get_rect(center = player_pos)
mx, my = pygame.mouse.get_pos()
dx, dy = mx - player_rect.centerx, my - player_rect.centery
angle = math.degrees(math.atan2(-dy, dx)) - correction_angle
rot_image = pygame.transform.rotate(player, angle)
rot_image_rect = rot_image.get_rect(center = player_rect.center)
window.fill((255, 255, 255))
window.blit(rot_image, rot_image_rect.topleft)
pygame.display.flip()
pygame.quit()
exit()
Here is a simple block of code that you can use to help.
It uses some trigonometry and assumes the following are defined before:
elsie is the player
position = pygame.mouse.get_pos()
angle = math.atan2(position[1] - (elsiepos[1] + 32), position[0] - (elsiepos[0] + 26))
elsierot = pygame.transform.rotate(elsie, 360 - angle * 57.29)
elsiepos1 = (elsiepos[0] - elsierot.get_rect().width / 2, elsiepos[1] - elsierot.get_rect().height / 2)
screen.blit(elsierot, elsiepos1)
This block should come directly after you detect keys, and should come before drawing the player, in this case, elsie.

Pygame Transformation: rotate shape on key press

I'm fairly new to Pygame, and can't seem to find a solid answer on this. I have a shape, specifically an ellipse, that I want to rotate both left and right. The key bind would be a and d, as the arrow keys are already binded to move left and right on an x,y axis.
I know that it involves pygame.transform.rotate, however I can't seem to implement this right.
def main():
#Setup basic variables and methods for pygame
pygame.init()
windowWidth = 800
windowHeight = 700
fps = 45
clock = pygame.time.Clock()
gameWindow = pygame.display.set_mode((windowWidth, windowHeight))
surface = pygame.Surface((50,50))
BLACK = (0, 0, 0)
WHITE = (255, 255, 255)
shipX = windowWidth/2
shipY = windowWidth/2
shipSpeed = 4
while(True):
pygame.draw.ellipse(gameWindow, WHITE, (shipX, shipY, 20, 30))
#Monitor the FPS of the game
clock.tick(fps)
for event in pygame.event.get():
# ________________________________________
if event.type == pygame.QUIT:
gameExit()
rotate = 0
pressed = pygame.key.get_pressed()
if pressed[pygame.K_UP] and shipY > shipSpeed: shipY -= shipSpeed
if pressed[pygame.K_DOWN] and shipY < windowHeight - shipSpeed - 20: shipY += shipSpeed
if pressed[pygame.K_LEFT] and shipX > shipSpeed:shipX -= shipSpeed
if pressed[pygame.K_RIGHT] and shipX < windowWidth - shipSpeed - 20: shipX += shipSpeed
if pressed[ord('a')]: rotate = pygame.transform.rotate(surface, -20)
if pressed[ord('d')]: rotate = pygame.transform.rotate(surface, 20)
gameWindow.fill(BLACK)
# 'flip' display - always after drawing...
pygame.display.flip()
The expected result is that the shape will change it's angle, and then move accordingly.
Again, I'm very new to pygame, so any detailed help would be appreciated.
Your problem is that you draw the ellipse directly on the screen, but you should draw your ellipse on another Surface.
Then you can rotate that new Surface with pygame.transform.rotate.
Here's a simple example:
import pygame
import random
def main():
pygame.init()
screen = pygame.display.set_mode((500, 500))
screen_rect = screen.get_rect()
clock = pygame.time.Clock()
surface = pygame.Surface((100, 200))
surface.set_colorkey((2, 3, 4))
surface.fill((2, 3, 4))
rect = surface.get_rect(center=(100, 100))
pygame.draw.ellipse(surface, pygame.Color('white'), (0, 0, 100, 200))
angle = 0
dt = 0
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
pressed = pygame.key.get_pressed()
if pressed[pygame.K_UP]: rect.move_ip(0, -5)
if pressed[pygame.K_DOWN]: rect.move_ip(0, 5)
if pressed[pygame.K_LEFT]: rect.move_ip(-5, 0)
if pressed[pygame.K_RIGHT]: rect.move_ip(5, 0)
if pressed[pygame.K_a]: angle += 1
if pressed[pygame.K_d]: angle -= 1
rotated = pygame.transform.rotate(surface, angle)
rect = rotated.get_rect(center=rect.center)
rect.clamp_ip(screen_rect)
screen.fill(pygame.Color('dodgerblue'))
screen.blit(rotated, rect.topleft)
pygame.display.update()
dt = clock.tick(60)
if __name__ == '__main__':
main()
Note that I use a Rect to store the position of the object because it's easy then to rotate the Surface around its center (by setting its center attribute), and to ensure the Surface does not go outside the screen (by using clamp_ip).
Also, it's important to always rotate the source Surface, and not the already rotated Surface. Otherwise, you'll get distortions.
Note that we have three things here: an image, a position, and some behaviour logic. Whenever you see these things together, consider putting them together into a class. Pygame already offers a nice class for this, called Sprite.
Here's the same example, but Sprite-based:
import pygame
import random
class Thingy(pygame.sprite.Sprite):
def __init__(self, area):
super().__init__()
# image is what get's painted on the screen
self.image = pygame.Surface((100, 200))
self.image.set_colorkey((2, 3, 4))
self.image.fill((2, 3, 4))
pygame.draw.ellipse(self.image, pygame.Color('white'), (0, 0, 100, 200))
# we keep a reference to the original image
# since we use that for rotation to prevent distortions
self.original = self.image.copy()
# rect is used to determine the position of a sprite on the screen
# the Rect class also offers a lot of useful functions
self.rect = self.image.get_rect(center=(100, 100))
self.angle = 0
self.area = area
def update(self, events, dt):
pressed = pygame.key.get_pressed()
if pressed[pygame.K_UP]: self.rect.move_ip(0, -5)
if pressed[pygame.K_DOWN]: self.rect.move_ip(0, 5)
if pressed[pygame.K_LEFT]: self.rect.move_ip(-5, 0)
if pressed[pygame.K_RIGHT]: self.rect.move_ip(5, 0)
if pressed[pygame.K_a]: self.angle += 1
if pressed[pygame.K_d]: self.angle -= 1
# let's rotate the image, but ensure that we keep the center position
# so it doesn't "jump around"
self.image = pygame.transform.rotate(self.original, self.angle)
self.rect = self.image.get_rect(center=self.rect.center)
self.rect.clamp_ip(self.area)
def main():
pygame.init()
screen = pygame.display.set_mode((500, 500))
screen_rect = screen.get_rect()
clock = pygame.time.Clock()
sprites = pygame.sprite.Group(Thingy(screen_rect))
dt = 0
while True:
# nice clean main loop
# all game logic goes into the sprites
# handle "global" events
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
# update all sprites
sprites.update(events, dt)
# draw everything
screen.fill(pygame.Color('dodgerblue'))
sprites.draw(screen)
pygame.display.update()
dt = clock.tick(60)
if __name__ == '__main__':
main()
You should make a class for your object:
class myRect(pygame.Surface):
def __init__(self, parent, xpos, ypos, width, height):
super(myRect, self).__init__(width, height)
self.xpos = xpos
self.ypos = ypos
self.parent = parent
def update(self, parent):
parent.blit(self, (self.xpos, self.ypos))
def rotate(self, angle):
#(your rotation code goes here)

How to move a sprite according to an angle in Pygame

I'm having trouble with moving sprites. I can move them in the x and y axis with no problem at all. What I can't figure out is how can I move them according to a certain angle. What I mean is, I'm trying to create a function which includes the object I'm trying to move, its speed, and its direction(which should be measured in degrees). Something like:
MovingObject(obj,speed,direction) #this is the function I'm trying to define
It's more like a "spawning function" rather than just movement... Take for example that I would like to create an object of the class "Bullet" and want it to follow certain direction (different from the x and y axis, of course)
Actually I have no clear idea of how to do such thing and I would like some advice in order to achieve so.
Thanks for reading this!
EDIT:
#Joran Beasley I tried to do what you told me...but I guess I did it wrong...
import pygame, math, time
screen=pygame.display.set_mode((320,240))
clock=pygame.time.Clock()
pygame.init()
def calculate_new_xy(old_xy,speed,angle_in_radians):
new_x = old_xy.x + (speed*math.cos(angle_in_radians))
new_y = old_xy.y + (speed*math.sin(angle_in_radians))
return new_x, new_y
class Bullet(pygame.sprite.Sprite):
def __init__(self,x,y,direction,speed):
pygame.sprite.Sprite.__init__(self)
self.image=pygame.Surface((16, 16))
self.image.fill((255,0,0))
self.rect=self.image.get_rect()
self.rect.center=(x,y)
self.direction=math.radians(direction)
self.speed=speed
def update(self):
self.rect.center=calculate_new_xy(self.rect,self.speed,self.direction)
spr=pygame.sprite.Group()
bullet=Bullet(160,120,45,1); spr.add(bullet)
play=True
while play:
clock.tick(60)
for ev in pygame.event.get():
if ev.type == pygame.QUIT:
play=False
screen.fill((0,0,0))
spr.update()
spr.draw(screen)
pygame.display.flip()
pygame.quit()
The object moves but... not in the specified direction...
you just need a little basic trig
def calculat_new_xy(old_xy,speed,angle_in_radians):
new_x = old_xy.X + (speed*math.cos(angle_in_radians))
new_y = old_xy.Y + (speed*math.sin(angle_in_radians))
return new_x, new_y
--- edit ---
Here is your code from above edited to work
import pygame, math, time
screen=pygame.display.set_mode((320,240))
clock=pygame.time.Clock()
pygame.init()
def calculate_new_xy(old_xy,speed,angle_in_radians):
new_x = old_xy[0] + (speed*math.cos(angle_in_radians))
new_y = old_xy[1] + (speed*math.sin(angle_in_radians))
return new_x, new_y
class Bullet(pygame.sprite.Sprite):
def __init__(self,x,y,direction,speed):
pygame.sprite.Sprite.__init__(self)
self.image=pygame.Surface((16, 16))
self.image.fill((255,0,0))
self.rect=self.image.get_rect()
self.rect.center=(x,y)
self.direction=math.radians(direction)
self.speed=speed
def update(self):
self.rect.center=calculate_new_xy(self.rect.center,self.speed,self.direction)
spr=pygame.sprite.Group()
bullet=Bullet(160,120,45,2); spr.add(bullet)
play=True
while play:
clock.tick(60)
for ev in pygame.event.get():
if ev.type == pygame.QUIT:
play=False
screen.fill((0,0,0))
spr.update()
spr.draw(screen)
pygame.display.flip()
pygame.quit()
I recommend to use vectors. To get the velocity, rotate the start direction vector Vector2(1, 0) by the angle and multiply it by the desired speed. Then just add this velocity vector to the position vector in the update method and also update the rect position to move the sprite. (Press 'a' or 'd' to rotate, mouse 1 or space to shoot.)
import pygame as pg
from pygame.math import Vector2
pg.init()
screen = pg.display.set_mode((640, 480))
screen_rect = screen.get_rect()
FONT = pg.font.Font(None, 24)
BULLET_IMAGE = pg.Surface((20, 11), pg.SRCALPHA)
pg.draw.polygon(BULLET_IMAGE, pg.Color('aquamarine1'),
[(0, 0), (20, 5), (0, 11)])
class Bullet(pg.sprite.Sprite):
def __init__(self, pos, angle):
super().__init__()
self.image = pg.transform.rotate(BULLET_IMAGE, -angle)
self.rect = self.image.get_rect(center=pos)
# To apply an offset to the start position,
# create another vector and rotate it as well.
offset = Vector2(40, 0).rotate(angle)
# Then add the offset vector to the position vector.
self.pos = Vector2(pos) + offset # Center of the sprite.
# Rotate the direction vector (1, 0) by the angle.
# Multiply by desired speed.
self.velocity = Vector2(1, 0).rotate(angle) * 9
def update(self):
self.pos += self.velocity # Add velocity to pos to move the sprite.
self.rect.center = self.pos # Update rect coords.
if not screen_rect.contains(self.rect):
self.kill()
def main():
clock = pg.time.Clock()
cannon_img = pg.Surface((40, 20), pg.SRCALPHA)
cannon_img.fill(pg.Color('aquamarine3'))
cannon = cannon_img.get_rect(center=(320, 240))
angle = 0
bullet_group = pg.sprite.Group() # Add bullets to this group.
while True:
for event in pg.event.get():
if event.type == pg.QUIT:
return
elif event.type == pg.MOUSEBUTTONDOWN:
# Left button fires a bullet from center with
# current angle. Add the bullet to the bullet_group.
if event.button == 1:
bullet_group.add(Bullet(cannon.center, angle))
keys = pg.key.get_pressed()
if keys[pg.K_a]:
angle -= 3
elif keys[pg.K_d]:
angle += 3
if keys[pg.K_SPACE]:
bullet_group.add(Bullet(cannon.center, angle))
# Rotate the cannon image.
rotated_cannon_img = pg.transform.rotate(cannon_img, -angle)
cannon = rotated_cannon_img.get_rect(center=cannon.center)
bullet_group.update()
# Draw
screen.fill((30, 40, 50))
screen.blit(rotated_cannon_img, cannon)
bullet_group.draw(screen)
txt = FONT.render('angle {:.1f}'.format(angle), True, (150, 150, 170))
screen.blit(txt, (10, 10))
pg.display.update()
clock.tick(30)
if __name__ == '__main__':
main()
pg.quit()
Regarding the code in your added example, the easiest solution is to calculate the speed_x and speed_y ("velocity" would be more fitting) in the __init__ method and then just update the self.rect.x and y attributes in the update method.
import math
import pygame
pygame.init()
screen = pygame.display.set_mode((640, 480))
clock = pygame.time.Clock()
BULLET_IMAGE = pygame.Surface((20, 11), pygame.SRCALPHA)
pygame.draw.polygon(BULLET_IMAGE, pygame.Color('aquamarine1'),
[(0, 0), (20, 5), (0, 11)])
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y, angle, speed):
pygame.sprite.Sprite.__init__(self)
# Rotate the bullet image (negative angle because y-axis is flipped).
self.image = pygame.transform.rotate(BULLET_IMAGE, -angle)
self.rect = self.image.get_rect(center=(x, y))
angle = math.radians(angle)
self.speed_x = speed * math.cos(angle)
self.speed_y = speed * math.sin(angle)
def update(self):
self.rect.x += self.speed_x
self.rect.y += self.speed_y
spr = pygame.sprite.Group()
bullet = Bullet(10, 10, 60, 3)
bullet2 = Bullet(10, 10, 30, 3)
spr.add(bullet, bullet2)
play = True
while play:
clock.tick(60)
for ev in pygame.event.get():
if ev.type == pygame.QUIT:
play = False
screen.fill((30,30,40))
spr.update()
spr.draw(screen)
pygame.display.flip()
pygame.quit()
There's a problem, because pygame.Rects can only have ints as the x and y attributes, so the movement won't be 100% correct. To solve this problem, you need to store the coords/position of the sprite in separate variables, add the speed to them and afterwards update the rect:
# In `__init__`.
self.pos_x = x
self.pos_y = y
def update(self):
self.pos_x += self.speed_x
self.pos_y += self.speed_y
self.rect.center = (self.pos_x, self.pos_y)
If you are using Pygame, I suggest to use pygame.math.Vector2 for this task. Set a direction vector from its Polar coordinates (speed, angle_in_degrees) with from_polar(). Add this vector to the current position of the bullet. This is more comprehensible than using sin and cos:
def calculate_new_xy(old_xy, speed, angle_in_degrees):
move_vec = pygame.math.Vector2()
move_vec.from_polar((speed, angle_in_degrees))
return old_xy + move_vec
Be aware, that a pygame.Rect can only store integer coordinates. This is because a pygame.Rect is supposed to represent an area on the screen:
The coordinates for Rect objects are all integers. [...]
If you want the bullet to go straight in a certain direction at an angle that is not divisible by 45 °, you must store object positions with floating point accuracy. You have to store the location of the object in separate variables respectively attributes and to synchronize the pygame.Rect object. round the coordinates and assign it to the location (e.g. .topleft) of the rectangle:
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y, direction, speed):
# [...]
self.rect = self.image.get_rect(center = (x, y))
self.pos = (x, y)
def update(self, screen):
self.pos = calculate_new_xy(self.pos, self.speed, -self.direction)
self.rect.center = round(self.pos[0]), round(self.pos[1])
See also Move towards target
Minimal example
import pygame
def calculate_new_xy(old_xy, speed, angle_in_degrees):
move_vec = pygame.math.Vector2()
move_vec.from_polar((speed, angle_in_degrees))
return old_xy + move_vec
class Bullet(pygame.sprite.Sprite):
def __init__(self, x, y, direction, speed):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((16, 8), pygame.SRCALPHA)
self.image.fill((255, 0, 0))
self.image = pygame.transform.rotate(self.image, direction)
self.rect = self.image.get_rect(center = (x, y))
self.pos = (x, y)
self.direction = direction
self.speed = speed
def update(self, screen):
self.pos = calculate_new_xy(self.pos, self.speed, -self.direction)
self.rect.center = round(self.pos[0]), round(self.pos[1])
if not screen.get_rect().colliderect(self.rect):
self.kill()
pygame.init()
screen = pygame.display.set_mode((320,240))
clock = pygame.time.Clock()
spr = pygame.sprite.Group()
play = True
frame_count = 0
while play:
clock.tick(60)
for ev in pygame.event.get():
if ev.type == pygame.QUIT:
play = False
spr.update(screen)
if (frame_count % 10) == 0:
spr.add(Bullet(*screen.get_rect().center, frame_count, 2))
frame_count += 1
screen.fill((0,0,0))
spr.draw(screen)
pygame.draw.circle(screen, (64, 128, 255), screen.get_rect().center, 10)
pygame.display.flip()
pygame.quit()
exit()

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