7

我想围绕中心以外的点旋转一个矩形。到目前为止,我的代码是:

import pygame

pygame.init()
w = 640
h = 480
degree = 45
screen = pygame.display.set_mode((w, h))

surf = pygame.Surface((25, 100))
surf.fill((255, 255, 255))
surf.set_colorkey((255, 0, 0))
bigger = pygame.Rect(0, 0, 25, 100)
pygame.draw.rect(surf, (100, 0, 0), bigger)
rotatedSurf = pygame.transform.rotate(surf, degree)
screen.blit(rotatedSurf, (400, 300))

running = True
while running:
    event = pygame.event.poll()
    if event.type == pygame.QUIT:
        running = False
    pygame.display.flip()

我可以改变度数以获得不同的旋转,但旋转是关于中心的。我想将矩形中心以外的点设置为旋转点。

4

5 回答 5

12

为了围绕其中心旋转一个表面,我们首先旋转图像,然后得到一个新的矩形,我们将center前一个矩形的坐标传递给它以使其保持居中。要围绕任意点旋转,我们几乎可以做同样的事情,但我们还必须向中心位置(枢轴点)添加一个偏移向量来移动矩形。每次我们旋转图像时都需要旋转这个向量。

所以我们必须存储轴心点(图像或精灵的原始中心)——在元组、列表、向量或矩形中——和偏移向量(我们移动矩形的量)并将它们传递给rotate函数. 然后我们旋转图像和偏移向量,得到一个新的矩形,传递枢轴+偏移作为center参数,最后返回旋转后的图像和新的矩形。

在此处输入图像描述

import pygame as pg


def rotate(surface, angle, pivot, offset):
    """Rotate the surface around the pivot point.

    Args:
        surface (pygame.Surface): The surface that is to be rotated.
        angle (float): Rotate by this angle.
        pivot (tuple, list, pygame.math.Vector2): The pivot point.
        offset (pygame.math.Vector2): This vector is added to the pivot.
    """
    rotated_image = pg.transform.rotozoom(surface, -angle, 1)  # Rotate the image.
    rotated_offset = offset.rotate(angle)  # Rotate the offset vector.
    # Add the offset vector to the center/pivot point to shift the rect.
    rect = rotated_image.get_rect(center=pivot+rotated_offset)
    return rotated_image, rect  # Return the rotated image and shifted rect.


pg.init()
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
BG_COLOR = pg.Color('gray12')
# The original image will never be modified.
IMAGE = pg.Surface((140, 60), pg.SRCALPHA)
pg.draw.polygon(IMAGE, pg.Color('dodgerblue3'), ((0, 0), (140, 30), (0, 60)))
# Store the original center position of the surface.
pivot = [200, 250]
# This offset vector will be added to the pivot point, so the
# resulting rect will be blitted at `rect.topleft + offset`.
offset = pg.math.Vector2(50, 0)
angle = 0

running = True
while running:
    for event in pg.event.get():
        if event.type == pg.QUIT:
            running = False

    keys = pg.key.get_pressed()
    if keys[pg.K_d] or keys[pg.K_RIGHT]:
        angle += 1
    elif keys[pg.K_a] or keys[pg.K_LEFT]:
        angle -= 1
    if keys[pg.K_f]:
        pivot[0] += 2

    # Rotated version of the image and the shifted rect.
    rotated_image, rect = rotate(IMAGE, angle, pivot, offset)

    # Drawing.
    screen.fill(BG_COLOR)
    screen.blit(rotated_image, rect)  # Blit the rotated image.
    pg.draw.circle(screen, (30, 250, 70), pivot, 3)  # Pivot point.
    pg.draw.rect(screen, (30, 250, 70), rect, 1)  # The rect.
    pg.display.set_caption('Angle: {}'.format(angle))
    pg.display.flip()
    clock.tick(30)

pg.quit()

这是一个带有 的版本pygame.sprite.Sprite

import pygame as pg
from pygame.math import Vector2


class Entity(pg.sprite.Sprite):

    def __init__(self, pos):
        super().__init__()
        self.image = pg.Surface((122, 70), pg.SRCALPHA)
        pg.draw.polygon(self.image, pg.Color('dodgerblue1'),
                        ((1, 0), (120, 35), (1, 70)))
        # A reference to the original image to preserve the quality.
        self.orig_image = self.image
        self.rect = self.image.get_rect(center=pos)
        self.pos = Vector2(pos)  # The original center position/pivot point.
        self.offset = Vector2(50, 0)  # We shift the sprite 50 px to the right.
        self.angle = 0

    def update(self):
        self.angle += 2
        self.rotate()

    def rotate(self):
        """Rotate the image of the sprite around a pivot point."""
        # Rotate the image.
        self.image = pg.transform.rotozoom(self.orig_image, -self.angle, 1)
        # Rotate the offset vector.
        offset_rotated = self.offset.rotate(self.angle)
        # Create a new rect with the center of the sprite + the offset.
        self.rect = self.image.get_rect(center=self.pos+offset_rotated)


def main():
    screen = pg.display.set_mode((640, 480))
    clock = pg.time.Clock()
    entity = Entity((320, 240))
    all_sprites = pg.sprite.Group(entity)

    while True:
        for event in pg.event.get():
            if event.type == pg.QUIT:
                return

        keys = pg.key.get_pressed()
        if keys[pg.K_d]:
            entity.pos.x += 5
        elif keys[pg.K_a]:
            entity.pos.x -= 5

        all_sprites.update()
        screen.fill((30, 30, 30))
        all_sprites.draw(screen)
        pg.draw.circle(screen, (255, 128, 0), [int(i) for i in entity.pos], 3)
        pg.draw.rect(screen, (255, 128, 0), entity.rect, 2)
        pg.draw.line(screen, (100, 200, 255), (0, 240), (640, 240), 1)
        pg.display.flip()
        clock.tick(30)


if __name__ == '__main__':
    pg.init()
    main()
    pg.quit()
于 2018-03-21T17:30:39.950 回答
5

我也遇到了这个问题并找到了一个简单的解决方案:您可以创建一个更大的表面(双倍长度和双倍高度)并将较小的表面blit到更大的表面,这样旋转点就是较大的表面的中心。现在您可以围绕中心旋转较大的那个。

def rotate(img, pos, angle):
    w, h = img.get_size()
    img2 = pygame.Surface((w*2, h*2), pygame.SRCALPHA)
    img2.blit(img, (w-pos[0], h-pos[1]))
    return pygame.transform.rotate(img2, angle)

(如果您要绘制草图,它会更有意义,但请相信我:它有效,并且在我看来比其他解决方案更易于使用和理解。)

于 2017-09-16T09:58:25.737 回答
3

我同意 MegaIng 和 skrx。但我也不得不承认,在阅读了他们的答案后,我无法真正理解这个概念。然后我找到了这个游戏教程,关于一个旋转的卡农在它的边缘

运行它后,我仍然有疑问,但后来我发现他们用于大炮的图像是其中的一部分。

以枢轴为中心的PNG Cannon 图像。

图像不是以大炮中心为中心,而是以枢轴点为中心,图像的另一半是透明的。在那顿悟之后,我将同样的方法应用到我的虫子的腿上,它们现在都工作得很好。这是我的轮换代码:

def rotatePivoted(im, angle, pivot):
    # rotate the leg image around the pivot
    image = pygame.transform.rotate(im, angle)
    rect = image.get_rect()
    rect.center = pivot
    return image, rect

希望这可以帮助!

于 2018-04-23T15:17:42.530 回答
1

围绕图像上的 a 旋转图像pivot,该图像锚定到世界中的一个点 ( origin),可以通过以下功能实现:

def blitRotate(surf, image, origin, pivot, angle):
    image_rect = image.get_rect(topleft = (origin[0] - pivot[0], origin[1]-pivot[1]))
    offset_center_to_pivot = pygame.math.Vector2(origin) - image_rect.center
    rotated_offset = offset_center_to_pivot.rotate(-angle)
    rotated_image_center = (origin[0] - rotated_offset.x, origin[1] - rotated_offset.y)
    rotated_image = pygame.transform.rotate(image, angle)
    rotated_image_rect = rotated_image.get_rect(center = rotated_image_center)
    surf.blit(rotated_image, rotated_image_rect)

解释:

一个向量可以用 来表示pygame.math.Vector2并且可以用 来旋转pygame.math.Vector2.rotate。请注意, 与pygame.math.Vector2.rotate的旋转方向相反pygame.transform.rotate。因此必须反转角度:

计算从图像中心到图像轴的偏移向量:

image_rect = image.get_rect(topleft = (origin[0] - pivot[0], origin[1]-pivot[1]))
offset_center_to_pivot = pygame.math.Vector2(origin) - image_rect.center

将偏移矢量旋转到您要旋转图像的相同角度:

rotated_offset = offset_center_to_pivot.rotate(-angle)

通过从世界中的枢轴点减去旋转的偏移向量来计算旋转图像的新中心点:

rotated_image_center = (origin[0] - rotated_offset.x, origin[1] - rotated_offset.y)

旋转图像并设置包围旋转图像的矩形的中心点。最后blit图像:

rotated_image = pygame.transform.rotate(image, angle)
rotated_image_rect = rotated_image.get_rect(center = rotated_image_center)

surf.blit(rotated_image, rotated_image_rect)

另请参见旋转曲面


最小的例子: repl.it/@Rabbid76/PyGame-RotateSpriteAroundOffCenterPivotCannon

import pygame

class SpriteRotate(pygame.sprite.Sprite):

    def __init__(self, imageName, origin, pivot):
        super().__init__() 
        self.image = pygame.image.load(imageName)
        self.original_image = self.image
        self.rect = self.image.get_rect(topleft = (origin[0]-pivot[0], origin[1]-pivot[1]))
        self.origin = origin
        self.pivot = pivot
        self.angle = 0

    def update(self):
        image_rect = self.original_image.get_rect(topleft = (self.origin[0] - self.pivot[0], self.origin[1]-self.pivot[1]))
        offset_center_to_pivot = pygame.math.Vector2(self.origin) - image_rect.center
        rotated_offset = offset_center_to_pivot.rotate(-self.angle)
        rotated_image_center = (self.origin[0] - rotated_offset.x, self.origin[1] - rotated_offset.y)
        self.image = pygame.transform.rotate(self.original_image, self.angle)
        self.rect = self.image.get_rect(center = rotated_image_center)
  
pygame.init()
size = (400,400)
screen = pygame.display.set_mode(size)
clock = pygame.time.Clock()

cannon = SpriteRotate('cannon.png', (200, 200), (33.5, 120))
cannon_mount = SpriteRotate('cannon_mount.png', (200, 200), (43, 16))
all_sprites = pygame.sprite.Group([cannon, cannon_mount])
angle_range = [-90, 0]
angle_step = -1

frame = 0
done = False
while not done:
    clock.tick(60)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            done = True
    
    all_sprites.update()
    screen.fill((64, 128, 255))
    pygame.draw.rect(screen, (127, 127, 127), (0, 250, 400, 150))
    all_sprites.draw(screen)
    pygame.display.flip()
    frame += 1
    cannon.angle += angle_step
    if not angle_range[0] < cannon.angle < angle_range[1]:
        angle_step *= -1
    
pygame.quit()
exit()

另见

围绕枢轴旋转和缩放图像,同时在 Pygame 中分别缩放宽度和高度
围绕枢轴旋转和缩放图像,同时在 Pygame 中分别缩放宽度和高度 围绕枢轴旋转和缩放图像,同时在 Pygame 中分别缩放宽度和高度

于 2021-09-24T09:02:43.183 回答
0

我认为您必须为此创建自己的功能。

如果你制作一个 Vector 类,它会容易得多。

也许是这样的:

def rotate(surf, angle, pos):
    pygame.transform.rotate(surf, angle)
    rel_pos = surf.blit_pos.sub(pos)
    new_rel_pos = rel_pos.set_angle(rel_pos.get_angle() + angle)
    surf.blit_pos = pos.add(new_rel_pos)

所以你有了它。你唯一需要做的就是带有方法'add()'、'sub()'、'get_angle()'和'set_angle()'的Vector类。如果您正在苦苦挣扎,请谷歌寻求帮助。

最后你会得到一个很好的 Vector 类,你可以在其他项目中扩展和使用它。

于 2013-03-27T12:30:18.307 回答