无法让我的精灵沿着航点移动
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让我开车的时候遇到了问题。对于作业,我必须制作一个模拟器。我需要让汽车产生,让他们检查交通灯的红色,橙色或绿色,以及绿灯出现时的移动。我怎样才能使我生成的汽车沿着我指定的航点移动,使用我制作的航点创建类?我有以下python文件,它列出了航点。
waypoints.朋友:
class WayPoint:
def __init__(self, x, y):
self.x = x
self.y = y
def getX(self):
return self.x
def getY(self):
return self.y
class WayPointsList:
def __init__(self):
self.wayPoints = []
def add_wayPoint(self, x, y):
self.wayPoints.append(WayPoint(x, y))
def __len__(self):
return len(self.wayPoints)
def get_wayPoint(self, i):
return [self.wayPoints[i].getX(), self.wayPoints[i].getY()]
当我打电话给这个班级时,我使用它的方式是这样的:
l = WayPointsList
l.add_wayPoint(55,67)
这是我的main.py:
import math
import random, assets
from bus import Bus
from car import Car
from lights import Lights
from waypoints import WayPointsList
import pygame as pg
class Mainstuff(object):
def __init__(self):
pg.init()
self.clock = pg.time.Clock()
self.screen = pg.display.set_mode((assets.screen_width, assets.screen_height))
self.background = pg.image.load(assets.background)
self.running = True
self.car_group = pg.sprite.Group()
self.light_group = pg.sprite.Group()
def event_loop(self):
for event in pg.event.get():
if event.type == pg.QUIT:
running = False
elif event.type == pg.KEYDOWN:
if event.key == pg.K_1:
car110 = Car()
car110.set_image(assets.furore)
car110.rotate(180)
car110.set_position(0, 273)
self.car_group.add(car110)
elif event.key == pg.K_2:
car109 = Car()
car109.set_image(assets.hachura)
car109.rotate(180)
car109.set_position(0, 306)
self.car_group.add(car109)
elif event.key == pg.K_3:
car108 = Car()
car108.set_image(assets.jefferson)
car108.rotate(180)
car108.set_position(0, 343)
self.car_group.add(car108)
elif event.key == pg.K_4:
car107 = Car()
car107.set_image(assets.michelli)
car107.rotate(270)
car107.set_position(410, 550)
self.car_group.add(car107)
elif event.key == pg.K_5:
car106 = Car()
car106.set_image(assets.traceAM)
car106.rotate(270)
car106.set_position(460, 550)
self.car_group.add(car106)
elif event.key == pg.K_6:
car105 = Car()
car105.set_image(assets.traceAM)
car105.set_position(750, 300)
self.car_group.add(car105)
elif event.key == pg.K_7:
car104 = Car()
car104.set_image(assets.rumbler)
car104.set_position(750, 265)
self.car_group.add(car104)
elif event.key == pg.K_8:
car103 = Car()
car103.set_image(assets.rumbler)
car103.rotate(90)
car103.set_position(294, 0)
self.car_group.add(car103)
elif event.key == pg.K_9:
car102 = Car()
car102.set_image(assets.rumbler)
car102.rotate(90)
car102.set_position(337, 0)
self.car_group.add(car102)
elif event.key == pg.K_0:
car101 = Car()
car101.set_image(assets.rumbler)
car101.rotate(90)
car101.set_position(380, 0)
self.car_group.add(car101)
elif event.key == pg.K_b:
car201 = Bus()
car201.set_image(assets.bus)
car201.set_position(700, 229)
self.car_group.add(car201)
elif event.key == pg.K_x:
self.car_group.empty()
def update(self):
self.screen.fill(assets.white)
self.car_group.update()
#self.light_group.update()
def draw(self):
self.screen.blit(self.background,(0,0))
self.car_group.draw(self.screen)
self.light_group.draw(self.screen)
def run(self):
while self.running:
self.event_loop()
self.update()
self.draw()
pg.display.update()
self.clock.tick(assets.FPS)
if __name__ == '__main__':
test = Mainstuff()
test.run()
pg.quit()
这是我的car.py:
import pygame, assets, math
class Car(pygame.sprite.Sprite):
def __init__(self):
super(Car, self).__init__()
self.image = pygame.Surface((assets.car_width, assets.car_height))
self.image.fill(assets.red)
self.rect = self.image.get_rect()
self.speed = 1
self.angle = 0
def set_position(self, x, y):
self.rect.x = x
self.rect.y = y
def get_x_position(self):
return self.rect.x
def get_y_position(self):
return self.rect.y
def set_image(self, filename=None):
if filename != None:
self.image = pygame.image.load(filename).convert()
#self.image.fill(assets.green)
self.rect = self.image.get_rect()
def rotate(self, angle):
self.angle = angle
self.image = pygame.transform.rotate(self.image, angle)
self.rect = self.image.get_rect()
#not sure what to do here
def move_position(self, x, y):
# use angle to calculate direction
radius_angle = math.radians(self.angle)
self.rect.x -= self.speed * math.cos(radius_angle)
self.rect.y -= self.speed * math.sin(radius_angle)
print('move', self.angle, self.rect.x, self.rect.y)
def update(self):
self.move_position(0, 0)
答案
我做了个例子。
它从列表中的第一个点作为起始位置,第二个点作为目标。
它使用pygame.math.Vector2()计算一步
current = current + (target - current).normalize() * speed
当玩家进入目标时,它会从列表中获得下一个目标点作为目标。
#!/usr/bin/env python3
import pygame
# === CONSTANS === (UPPER_CASE names)
BLACK = ( 0, 0, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = ( 0, 255, 0)
BLUE = ( 0, 0, 255)
SCREEN_WIDTH = 600
SCREEN_HEIGHT = 400
# === CLASSES === (CamelCase names)
class Player():
def __init__(self, waypoints, loop=False):
# create green circe
r = 10
self.image = pygame.Surface((2*r, 2*r)).convert_alpha()
self.rect = self.image.get_rect()
self.image.fill((0,0,0,0))
pygame.draw.circle(self.image, (0,255,0), (r, r), r)
# ---
self.loop = loop
self.speed = 5
self.waypoints = waypoints
self.next_point = 0
# set current position
# I use Vector2 because it keeps position as float numbers
# and it makes calcuations easier and more precise
self.current = pygame.math.Vector2(self.waypoints[0])
# set position in rect to draw it
self.rect.center = self.current
# set end point if exists on list
self.target_index = 1
if self.target_index < len(self.waypoints) - 1:
self.target = pygame.math.Vector2(self.waypoints[self.target_index])
self.moving = True
else:
self.target = self.current
self.moving = False
def move(self):
if self.moving:
# get distance to taget
distance = self.current.distance_to(self.target)
#
if distance > self.speed:
self.current = self.current + (self.target - self.current).normalize() * self.speed
self.rect.center = self.current
else:
# put player in tagert place,
# and find new target on list with waypoints
self.current = self.target
self.rect.center = self.current
# set next end point if exists on list
self.target_index += 1
if self.target_index < len(self.waypoints):
self.target = pygame.math.Vector2(self.waypoints[self.target_index])
else:
if self.loop:
self.target_index = 0
else:
self.moving = False
def draw(self, surface):
surface.blit(self.image, self.rect)
# === MAIN === (lower_case names)
# --- init ---
pygame.init()
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
screen_rect = screen.get_rect()
# --- objects ---
start = pygame.math.Vector2(screen_rect.centerx, screen_rect.bottom)
end = start
length = 150
waypoints = [(50, 50), (400, 150), (500, 50), (450, 350), (200, 200), (100, 350), (50, 50)]
player = Player(waypoints, True)
# --- mainloop ---
clock = pygame.time.Clock()
is_running = True
while is_running:
# --- events ---
for event in pygame.event.get():
# --- global events ---
if event.type == pygame.QUIT:
is_running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
is_running = False
# --- objects events ---
# empty
# --- updates ---
# empty
player.move()
# --- draws ---
screen.fill(BLACK)
for start, end in zip(waypoints, waypoints[1:]):
pygame.draw.line(screen, RED, start, end)
player.draw(screen)
pygame.display.update()
# --- FPS ---
clock.tick(25)
# --- the end ---
pygame.quit()
顺便说一句:因为当玩家从一个点移动到另一个点(并且目标没有改变位置)时玩家不改变方向所以它只能计算一次这个值
(target - current).normalize() * speed
并在下一个点作为目标时重新计算它。
BTW:示例如何使用math
模块进行计算以回答
finding change in x and y given two points and length of vector
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