如何根据玩家的旋转旋转子弹



我终于弄清楚了如何射击子弹,但是现在我想在球员头部旋转时旋转子弹的起源。现在,它只是直接在X线上射击。暴民工作正常。我只需要添加碰撞和在玩家角度旋转的子弹。我会自己做碰撞,尽管如果有人暗示我,这将不胜感激。我现在的主要重点是根据球员的角度旋转子弹,并在屏幕上飞行时"杀死"子弹。

import pygame
import random
import math
GRAD = math.pi / 180
black = (0,0,0)
class Config(object):
    fullscreen = True
    width = 1366
    height = 768
    fps = 60
class Player(pygame.sprite.Sprite): #player class
    maxrotate = 180
    down = (pygame.K_DOWN)
    up = (pygame.K_UP)
    def __init__(self, startpos=(102,579), angle=0):
        super().__init__()
        self.pos = list(startpos)
        self.image = pygame.image.load('BigShagHoofdzzz.gif')
        self.orig_image = self.image
        self.rect = self.image.get_rect(center=startpos)
        self.angle = angle
    def update(self, seconds):
        pressedkeys = pygame.key.get_pressed()
        if pressedkeys[self.down]:
            self.angle -= 2
            self.rotate_image()
        if pressedkeys[self.up]:
            self.angle += 2
            self.rotate_image()
    def rotate_image(self):#rotating player image
        self.image = pygame.transform.rotate(self.orig_image, self.angle)
        self.rect = self.image.get_rect(center=self.rect.center)
class Mob(pygame.sprite.Sprite):#monster sprite
    def __init__(self):
        pygame.sprite.Sprite.__init__(self)
        self.image = pygame.image.load('Monster1re.png')
        self.rect = self.image.get_rect()
        self.rect.x = 1400
        self.rect.y = random.randrange(500,600)
        self.speedy = random.randrange(-8, -1)
    def update(self):
        self.rect.x += self.speedy
        if self.rect.x < -100 :
            self.rect.x = 1400
            self.speedy = random.randrange(-8, -1)
class Bullet(pygame.sprite.Sprite):#bullet sprite needs to rotate according to player's angle. 
    """ This class represents the bullet . """
    def __init__(self):
        # Call the parent class (Sprite) constructor
        super().__init__()
        self.image = pygame.image.load('lols.png').convert()
        self.image.set_colorkey(black)
        self.rect = self.image.get_rect()
    def update(self):
        """ Move the bullet. """
        self.rect.x += 10

#end class
player = Player()
mobs = []
for x in range(0,10):
    mob = Mob()
    mobs.append(mob)
print(mobs)
all_sprites_list = pygame.sprite.Group()
allgroup = pygame.sprite.LayeredUpdates()
allgroup.add(player)
for mob in mobs:
    all_sprites_list.add(mob)




def main():
    #game 
    pygame.mixer.pre_init(44100, -16, 1, 512)
    pygame.mixer.init()
    pygame.init()
    screen=pygame.display.set_mode((Config.width, Config.height),         
    pygame.FULLSCREEN)
    background = pygame.image.load('BGGameBig.png')
    sound = pygame.mixer.Sound("shoot2.wav")
    bullet_list = pygame.sprite.Group
    clock = pygame.time.Clock()
    FPS = Config.fps

    mainloop = True
    while mainloop:
        millisecond = clock.tick(Config.fps)
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                mainloop = False
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    mainloop = False
                if event.key == pygame.K_SPACE: #Bullet schiet knop op space
                    bullet = Bullet()
                    bullet.rect.x = player.rect.x
                    bullet.rect.y = player.rect.y
                    all_sprites_list.add(bullet)
                    bullet_list.add(bullet)
                    sound.play()
                if event.key == pygame.K_ESCAPE:
                    mailoop = False 

        pygame.display.set_caption("hi")
        allgroup.update(millisecond)
        all_sprites_list.update()
        screen.blit(background, (0,0))
        allgroup.draw(screen)
        all_sprites_list.draw(screen)
        pygame.display.flip()

if __name__ == '__main__':
    main()
    pygame.quit()

因此,它需要旋转播放器self.angle,然后在向上按键或向下按键时会更新。

您需要使用三角法或向量来计算子弹的速度(我在此处使用Trig)。将播放器的角度传递到Bullet,然后使用带负角度的math.cosmath.sin来获取子弹的方向,并根据所需的速度将其扩展。实际位置必须存储在列表或向量中,因为pygame.Rect S只能具有int作为其坐标。

class Bullet(pygame.sprite.Sprite): 
    """This class represents the bullet."""
    def __init__(self, pos, angle):
        super().__init__()
        # Rotate the image.
        self.image = pygame.transform.rotate(your_bullet_image, angle)
        self.rect = self.image.get_rect()
        speed = 5  # 5 pixels per frame.
        # Use trigonometry to calculate the velocity.
        self.velocity_x = math.cos(math.radians(-angle)) * speed
        self.velocity_y = math.sin(math.radians(-angle)) * speed
        # Store the actual position in a list or a vector.
        self.pos = list(pos)
    def update(self):
        """ Move the bullet. """
        self.pos[0] += self.velocity_x
        self.pos[1] += self.velocity_y
        # Update the position of the rect as well.
        self.rect.center = self.pos

# In the event loop.
if event.key == pygame.K_SPACE:
    # Pass the position and angle of the player.
    bullet = Bullet(player.rect.center, player.angle)
    all_sprites_list.add(bullet)
    bullet_list.add(bullet)

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