用pygame以多边形方式弹跳图像
大家好,我是pygame的新手。我需要让一个球的图片ball.jpg
以多边形的方式弹跳。我还有另一个球的图片,它是以方形的方式移动的。我想要添加另一个球的图片,并让它在pygame窗口中以多边形的方式弹跳。我的代码是
import pygame
from itertools import cycle
pygame.init()
screen = pygame.display.set_mode((300, 300))
s_r = screen.get_rect()
ball = pygame.image.load('ball.jpg')
player = pygame.Rect((100, 100, 50, 50))
timer = pygame.time.Clock()
speed = 5
up, down, left, right = (0, -speed), (0, speed), (-speed, 0), (speed, 0)
dirs = cycle([up, right, down, left])
dir = next(dirs)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
raise
# move player
player.move_ip(dir)
# if it's outside the screen
if not s_r.contains(player):
# put it back inside
player.clamp_ip(s_r)
# and switch to next direction
dir = next(dirs)
screen.fill(pygame.color.Color('Black'))
screen.blit(ball,player)
pygame.display.flip()
timer.tick(25)
这段代码在一个图片上运行得很好……我需要的是添加另一个图片,并让它在pygame窗口中以多边形的形状移动。
希望大家能帮我一下……谢谢!
1 个回答
1
要做到这一点,你需要用到一些向量数学的知识。
首先,创建一个点的列表,这些点描述了物体应该移动的路径。接着,计算一个向量,这个向量表示从当前的位置到目标位置的方向。然后,利用这个向量来移动物体。一旦你到达了目标,就朝下一个点移动。
下面是一个例子:
import pygame
import math
from itertools import cycle
# some simple vector helper functions, stolen from http://stackoverflow.com/a/4114962/142637
def magnitude(v):
return math.sqrt(sum(v[i]*v[i] for i in range(len(v))))
def add(u, v):
return [ u[i]+v[i] for i in range(len(u)) ]
def sub(u, v):
return [ u[i]-v[i] for i in range(len(u)) ]
def dot(u, v):
return sum(u[i]*v[i] for i in range(len(u)))
def normalize(v):
vmag = magnitude(v)
return [ v[i]/vmag for i in range(len(v)) ]
screen = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
class Ball(object):
def __init__(self, path):
self.x, self.y = (0, 0)
self.speed = 2.5
self.color = (200, 200, 200)
self.path = cycle(path)
self.set_target(next(self.path))
@property
def pos(self):
return self.x, self.y
# for drawing, we need the position as tuple of ints
# so lets create a helper property
@property
def int_pos(self):
return map(int, self.pos)
@property
def target(self):
return self.t_x, self.t_y
@property
def int_target(self):
return map(int, self.target)
def next_target(self):
self.set_target(self.pos)
self.set_target(next(self.path))
def set_target(self, pos):
self.t_x, self.t_y = pos
def update(self):
# if we won't move, don't calculate new vectors
if self.int_pos == self.int_target:
return self.next_target()
target_vector = sub(self.target, self.pos)
# a threshold to stop moving if the distance is to small.
# it prevents a 'flickering' between two points
if magnitude(target_vector) < 2:
return self.next_target()
# apply the balls's speed to the vector
move_vector = [c * self.speed for c in normalize(target_vector)]
# update position
self.x, self.y = add(self.pos, move_vector)
def draw(self):
pygame.draw.circle(screen, self.color, self.int_pos, 4)
pygame.init()
quit = False
path = [(26, 43),
(105, 110),
(45, 225),
(145, 295),
(266, 211),
(178, 134),
(250, 56),
(147, 12)]
path2 = [(26, 43),
(105, 10),
(45, 125),
(150, 134),
(150, 26),
(107, 12)]
ball = Ball(path)
ball.speed = 1.9
ball2 = Ball(path2)
ball2.color = (200, 200, 0)
balls = [ball, ball2]
while not quit:
quit = pygame.event.get(pygame.QUIT)
pygame.event.poll()
map(Ball.update, balls)
screen.fill((0, 0, 0))
map(Ball.draw, balls)
pygame.display.flip()
clock.tick(60)
这是一个没有自定义类的例子:
import pygame
import math
from itertools import cycle
# some simple vector helper functions, stolen from http://stackoverflow.com/a/4114962/142637
def magnitude(v):
return math.sqrt(sum(v[i]*v[i] for i in range(len(v))))
def sub(u, v):
return [ u[i]-v[i] for i in range(len(u)) ]
def normalize(v):
vmag = magnitude(v)
return [ v[i]/vmag for i in range(len(v)) ]
screen = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()
pygame.init()
quit = False
path = [(26, 43),
(105, 110),
(45, 225),
(145, 295),
(266, 211),
(178, 134),
(250, 56),
(147, 12)]
path = cycle(path)
target = next(path)
ball = pygame.rect.Rect(target[0], target[1], 10, 10)
speed = 3.6
while not quit:
quit = pygame.event.get(pygame.QUIT)
pygame.event.poll()
if ball.topleft == target:
target = next(path)
target_vector = sub(target, ball.topleft)
if magnitude(target_vector) < 2:
target = next(path)
else:
move_vector = [c * speed for c in normalize(target_vector)]
ball.move_ip(move_vector)
screen.fill((0, 0, 0))
pygame.draw.rect(screen, pygame.color.Color('Grey'), ball)
pygame.display.flip()
clock.tick(60)