Pygame trigonometry: Following the hypotenuse? - python

I have a method in my Enemy class called huntPlayer. It takes a player object p. Here it is:
def huntPlayer(self, p):
if self.dist2p < 200:
self.hunting = True
if p.x > self.rect.x:
self.rect.x += self.speed #this is a constant at value 1
elif p.x < self.rect.x:
self.rect.x -= self.speed
else:
self.rect.x += 0
if p.y > self.rect.y:
self.rect.y += self.speed
elif p.y < self.rect.y:
self.rect.y -= self.speed
else:
self.rect.y += 0
else:
self.rect.x += 0
self.rect.y += 0
The enemies are randomly placed around a 2d top down plain, they randomly roam this plain. I have calculated the hypotenuse which is shortest distance to the player = Enemy.dist2p -- When the dist2p value < 200. The enemy will move towards player, p.x and p.y respectively.
My solution above is crude so therefore my problem is the enemy equally moves 1 place on the x or y axis resulting in a diagonal movement to each axis, then sliding along the axis until it reaches the player. (The player is in a fixed position near the centre screen.)
Can you help me fix the huntPlayer method/algorithm so the enemy follows the hypotenuse path to the player, rather than quickest path to x/y axis?
EDIT: If you need any further info I may have left out, let me know.

Moving on the hypotenuse will most likely require your object to move less than one pixel each frame in either the y or x-axis, and since rects only can hold integers you'd need a new attribute position which contains the position of the sprite in float precision. You can use pygame.math.Vector2 to create a vector with useful methods such as normalize() and adding, subtracting, multiplying with other vectors etc.
Assuming you've created an attribute self.position = pygame.math.Vector2(0, 0) (or whatever position you want it to start on) you could do something like this:
def hunt_player(self, player):
player_position = pygame.math.Vector2(player.rect.topleft)
direction = player_position - self.position
velocity = direction.normalize() * self.speed
self.position += velocity
self.rect.topleft = self.position
By subtracting the player's position with the enemy's position, you'll get a vector that points from the enemy to the player. If we would to add the direction vector to our position we would teleport to the player immediately. Instead we normalize the vector (making it to length 1 pixel) and multiply our speed attribute. The newly created vector will be an vector pointing towards the player with the length of our speed.
Full example
import pygame
pygame.init()
SIZE = WIDTH, HEIGHT = 720, 480
FPS = 60
BACKGROUND_COLOR = pygame.Color('white')
screen = pygame.display.set_mode(SIZE)
clock = pygame.time.Clock()
class Hunter(pygame.sprite.Sprite):
def __init__(self, position):
super(Hunter, self).__init__()
self.image = pygame.Surface((32, 32))
self.image.fill(pygame.Color('red'))
self.rect = self.image.get_rect(topleft=position)
self.position = pygame.math.Vector2(position)
self.speed = 2
def hunt_player(self, player):
player_position = player.rect.topleft
direction = player_position - self.position
velocity = direction.normalize() * self.speed
self.position += velocity
self.rect.topleft = self.position
def update(self, player):
self.hunt_player(player)
class Player(pygame.sprite.Sprite):
def __init__(self, position):
super(Player, self).__init__()
self.image = pygame.Surface((32, 32))
self.image.fill(pygame.Color('blue'))
self.rect = self.image.get_rect(topleft=position)
self.position = pygame.math.Vector2(position)
self.velocity = pygame.math.Vector2(0, 0)
self.speed = 3
def update(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.velocity.x = -self.speed
elif keys[pygame.K_RIGHT]:
self.velocity.x = self.speed
else:
self.velocity.x = 0
if keys[pygame.K_UP]:
self.velocity.y = -self.speed
elif keys[pygame.K_DOWN]:
self.velocity.y = self.speed
else:
self.velocity.y = 0
self.position += self.velocity
self.rect.topleft = self.position
player = Player(position=(350, 220))
monster = Hunter(position=(680, 400))
running = True
while running:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
player.update()
monster.update(player)
screen.fill(BACKGROUND_COLOR)
screen.blit(player.image, player.rect)
screen.blit(monster.image, monster.rect)
pygame.display.update()
Result

Since we want to move along the hypotenuse we can use Pythagoras theorem. Here's a brief snippet the should give you the general idea.
I'll use p.x, p.y for the player's position and e.x, e.y for the enemy's position.
# Find the horizontal & vertical distances between player & enemy
dx = p.x - e.x
dy = p.y - e.y
#Get the hypotenuse
d = sqrt(dx*dx + dy*dy)
#Calculate the change to the enemy position
cx = speed * dx / d
cy = speed * dy / d
# Note that sqrt(cx*cx + cy*cy) == speed
# Update enemy position
e.x += cx
e.y += cy
You need to add some extra code to this to make sure that d isn't zero, or you'll get a division by zero error, but that only happens when the enemy reaches the player, so I assume you want to do something special when that happens anyway. :)
I should mention that this technique works best if the positions are floats, not integer pixel coordinates.

Just calculating the distance based on the hypotenuse is not enough. You must pass the coordinates of the enemy into the function and calculate the slope or pass the slope also into the function by value. Then you should move to one of 8 pixels around about your current position where the one you move to is most representative of the path of direction to the enemy. Essentially you move diagonally if the tan of the angle is less than 2 or great that 1/2 otherwise you move in a vertical or horizontal direction. You need to draw a 3x3 set of pixels to see what is actually going on if you can't visualise it.

Related

setting boundaries of player in pygame [duplicate]

This question already has answers here:
Setting up an invisible boundary for my sprite
(1 answer)
Use vector2 in pygame. Collide with the window frame and restrict the ball to the rectangular area
(1 answer)
Closed last month.
Greeting, I trying to set the boundaries for players in a game so they do not go passed the boundaries of the screen. They only move in the x-axis.
Bellow is the code for the player class. Right now In the move method I am trying to set a distance relative to the rectangle object(the player) do that it does not go past a certain points to the left and right of the x-axis. However, right now I keep getting the error
if self.rect.left + dx < 0:
AttributeError: 'tuple' object has no attribute 'left'
when I run the code.
class Player():
def __init__(self, x, y, width, height, color):
self.x = x
self.y = y
self.width = width
self.height = height
self.color = color
self.rect = pygame.Rect((x,y, width, height))
def move(self, screen_width, screen_height):
SPEED = 10
dx = 0
keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.x -= SPEED
dx = -SPEED
if keys[pygame.K_RIGHT]:
self.x += SPEED
dx = SPEED
# ensure player stays on screen
if self.rect.left + dx < 0:
self.rect.x += -self.rect.left
if self.rect.right + dx > screen_width:
self.rect.x += screen_width - self.rect.right
self.update()
def update(self):
# update player position
self.rect = (self.x, self.y, self.width, self.height)

How Can I Make This Object Shoot Projectiles?

I have an ice object my question is how can I make it shoot projectiles or make projectiles come out of it 1 by 1
for example: how could I make it shoot projectiles from its tip and it keeps falling tell the end of the screen
this is my ice object class
smallice = pygame.image.load("fals.png")
class smallice:
def __init__(self,x,y,height,width,color):
self.x = x
self.y = y
self.height = height
self.width = width
self.color = color
self.smallice = pygame.image.load("fals.png")
self.smallice = pygame.transform.scale(self.smallice,(self.smallice.get_width()-2,self.smallice.get_height()-2))
self.rect = pygame.Rect(x,y,height,width)
# the hitbox our projectiles will be colliding with
self.hitbox = (self.x + 0, self.y + 1, 10, 72)
def draw(self):
self.rect.topleft = (self.x,self.y)
player_rect = self.smallice.get_rect(center = self.rect.center)
player_rect.centerx += 0 # 10 is just an example
player_rect.centery += 70 # 15 is just an example
window.blit(self.smallice, player_rect)
# define the small ices
black = (0,0,0)
smallice1 = smallice(550,215,20,20,black)
small = [smallice1]
You can start by making a Bullet class, for example, something like this:
class Bullet():
def __init__(self, x, y):
self.x = x
self.y = y
self.v = 5
def fire_bullet(self,window):
pg.draw.circle(window, (255,0,0), (self.x,self.y), 5)
ice.fire = False
def collision_box(self):
collide = pg.Rect(self.x-offset_x, self.y-offset_y, size_x, size_y)
return collide
Bullets will be simple circles, self.v stands for velocity. And collision_box will be use to detect the possible collision.
Now in your main_loop you need to detect when the ice object "wants to fire", simple example:
if keys[pg.K_SPACE]:
if len(bullets) < 2:
ice.fire = True
And:
if ice.fire:
bullet = Bullet(round(y.x+offset), round(player.y+offset))
bullets.append(bullet)
Now len(bullets) appeared, bullets is a list in which you will add a bullet object when the bullet is fired and remove it when the collision is detected or bullet goes outside of the chosen area. With this you can control the number of the bullets on the screen and also loop through it and call collision() method to see if one (or more) of them had collided, and keep track if it is still on the screen.
And if you want to shoot randomly then here is one basic idea:
if round(pg.time.get_ticks()/1000) % 3 == 0:
ice.fire = True
The last part, going through the list, and some simple logic:
if bullets != []: #Firing bullets
for bullet in bullets:
bullet.fire_bullet(window)
if bullet.y < screen_y: #Bullet movement
bullet.x += bullet.v
else:
bullets.pop(bullets.index(bullet)) #Poping bullets from list
if bullet.collision_box().colliderect(other_rect_object): #Bullet collision with other object
bullets.pop(bullets.index(bullet))
I am assuming (from the screenshot) that you want to shoot bullets down and only (vertically) hence the bullet.y += bullet.v and no direction flag.
This is simple code and idea, and ofcourse there is a lot room for improvement, but the approach works.
I hope my answer will help you.

How to make a player constantly move in one direction

I am making a game and I need the player to be constantly moving in one direction until the player decides to move in a different also constantly. In the code I have supplied the player has to hold down a key to move in that direction.
Here is my code for the player and the function for moving:
class player:
def __init__(self, x, y, width, height, colour):
self.width = width # dimensions of player
self.height = height # dimensions of player
self.x = x # position on the screen
self.y = y # position on the screen
self.colour = colour # players colour
self.rect = (x, y, width, height) # all the players properties in one
self.vel = 2 # how far/fast you move with each key press
self.path = []
def draw(self, win):
pygame.draw.rect(win, self.colour, self.rect)
def move(self):
keys = pygame.key.get_pressed() # dictionary of keys - values of 0/1
if keys[pygame.K_LEFT]: # move left: minus from x position value
if self.x <= 5:
pass
else:
self.x -= self.vel
self.y = self.y
elif keys[pygame.K_RIGHT]: # move right: add to x position value
if self.x == 785:
pass
else:
self.x += self.vel
elif keys[pygame.K_UP]: # move up: minus from y position value
if self.y <= 105:
pass
else:
self.y -= self.vel
elif keys[pygame.K_DOWN]: # move down from
if self.y >= 785:
pass
else:
self.y += self.vel
self.update()
def update(self):
self.rect = (self.x, self.y, self.width, self.height) # redefine where the player is
Here is my code for the main function:
def main(): # asking server for updates, checking for events
run = True
n = Network()
startPos = read_pos(n.getPos())
pygame.mixer.music.load("Heroic_Intrusion.ogg")
pygame.mixer.music.set_volume(0.5)
pygame.mixer.music.play(-1)
p = player(startPos[0], startPos[1], 10, 10, (255, 0, 0)) # connect, get starting position
p2 = player(0, 0, 10, 10, (0, 0, 255))
clock = pygame.time.Clock()
while run:
clock.tick(60)
p2Pos = read_pos(n.send(make_pos((p.x, p.y))))
p2.x = p2Pos[0]
p2.y = p2Pos[1]
p2.update()
for event in pygame.event.get():
if event.type == pygame.QUIT: # quitting condition
run = False
pygame.quit()
p.move() # move character based off what keys are being pressed
redrawWindow(win, p, p2)
One approach is to just set a movement amount in the player class. Each frame of the game, the player moves by a little in the set speed. Separate speeds are maintained for each of the direction-components of the movement. This allows the player to move diagonal.
class Player():
def __init__( self ):
...
self.x_vel = 0
self.y_vel = 0
def move(self):
keys = pygame.key.get_pressed() # dictionary of keys - values of 0/1
if keys[pygame.K_LEFT]: # move left: minus from x position value
self.x_vel = -1
if keys[pygame.K_RIGHT]:
self.x_vel = 1 # move right: plus from x position value
# etc. for up/down
def update( self ):
self.x += self.x_vel
self.y += self.y_vel
In the main loop, simply call the player.update() function.
A downside to this approach is that the on-screen speed is relative to the frame-rate. In this case the code could use the pygame millisecond clock to use an actual real-time speed in pixels/second. Or calculate the speed based on the actual FPS, and set the player.x_vel (etc.) accordingly.

Creating a Auto targeting bullet

I have been creating a typical type of space invader game using Python and pygame sprites. I have done most of the things and it's working fine. But actually in my game, the bullet always shoots straight, but I want it to target the enemy and always shoot where the enemy is.
In my player update I am just doing that whenever space is hit, it fires the bullet.
if (keys[pygame.K_SPACE]):
self.fire()
This below is my fire method which is just calling the Handgun (which is my bullet class):
def fire(self):
now = pygame.time.get_ticks()
self.shoot_delay = 600
self.shot_position = handguns.rect.x - enemy.rect.x
print (self.shot_position)
if (now - self.last_shot > self.shoot_delay):
self.last_shot = now
shot = HandGun(self.rect.centerx, self.rect.top)
Every_Sprite.add(shot)
handgun.add(shot)
This below is my enemy class where the position is just randomised:
class Enemy_Agent(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(os.path.join(img_folder, "ship2.png")).convert()
self.image.set_colorkey(WHITE)
self.rect =self.image.get_rect()
self.rect.x = random.randrange(width - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speed = random.randrange(1,8)
self.speedx = random.randrange(-3,3)
def update(self):
if (self.rect.right > width):
self.rect.right = width
if (self.rect.left < 0):
self.rect.left = 0
self.rect.y += self.speed
#print("pos: ", self.rect.y)
self.rect.x += self.speedx
if(self.rect.top > Height - 10 or self.rect.left < -30 or self.rect.right > width + 20):
self.rect.x = random.randrange(width - self.rect.width)
self.rect.y = random.randrange(-100, -40)
self.speed = random.randrange(1, 8)
And, last this my HandGun class. If anyone can help me and advise me to make the bullet target the enemy it would be a great help.
class HandGun(pygame.sprite.Sprite):
def __init__(self, cx, cy):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(os.path.join(img_folder, "bullet.png")).convert()
self.image.set_colorkey(WHITE)
self.rect = self.image.get_rect()
self.rect.bottom = cy
self.rect.centerx =cx
self.speedy = -1
self.speedx = None
def update(self):
self.rect.y += self.speedy + enemy.rect.centerx
if(self.rect.bottom < 0):
self.kill()
pass
Here's a minimal example in which I just shoot bullets from the mouse position towards a target.
First we need a vector that points to the target (called direction here), therefore we subtract the mouse position from the target position.
We use the angle of the direction vector (which you can get with the as_polar method (polar coordinates)) to rotate the bullet.
To get the velocity vector, we can normalize the direction and multiply it by a scalar to scale it to the desired length (i.e. the speed).
import pygame as pg
from pygame.math import Vector2
BACKGROUND_COLOR = pg.Color(30, 30, 50)
BLUE = pg.Color('dodgerblue1')
LIME = pg.Color(192, 255, 0)
class Bullet(pg.sprite.Sprite):
""" This class represents the bullet. """
def __init__(self, pos, target, screen_rect):
"""Take the pos, direction and angle of the player."""
super().__init__()
self.image = pg.Surface((16, 10), pg.SRCALPHA)
pg.draw.polygon(self.image, LIME, ((0, 0), (16, 5), (0, 10)))
# The `pos` parameter is the center of the bullet.rect.
self.rect = self.image.get_rect(center=pos)
self.position = Vector2(pos) # The position of the bullet.
# This vector points from the mouse pos to the target.
direction = target - pos
# The polar coordinates of the direction vector.
radius, angle = direction.as_polar()
# Rotate the image by the negative angle (because the y-axis is flipped).
self.image = pg.transform.rotozoom(self.image, -angle, 1)
# The velocity is the normalized direction vector scaled to the desired length.
self.velocity = direction.normalize() * 11
self.screen_rect = screen_rect
def update(self):
"""Move the bullet."""
self.position += self.velocity # Update the position vector.
self.rect.center = self.position # And the rect.
# Remove the bullet when it leaves the screen.
if not self.screen_rect.contains(self.rect):
self.kill()
def main():
pg.init()
screen = pg.display.set_mode((800, 600))
screen_rect = screen.get_rect()
clock = pg.time.Clock()
all_sprites = pg.sprite.Group()
bullet_group = pg.sprite.Group()
target = Vector2(400, 300)
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
elif event.type == pg.MOUSEBUTTONDOWN:
# Shoot a bullet. Pass the start position (in this
# case the mouse position) and the direction vector.
bullet = Bullet(event.pos, target, screen_rect)
all_sprites.add(bullet)
bullet_group.add(bullet)
all_sprites.update()
screen.fill(BACKGROUND_COLOR)
all_sprites.draw(screen)
pg.draw.rect(screen, BLUE, (target, (3, 3)), 1)
pg.display.flip()
clock.tick(60)
if __name__ == '__main__':
main()
pg.quit()
If you're not familiar with vectors, you can use trigonometry as well.
If you want a homing missile, you have to pass the current target position to the bullet and recompute the direction and velocity each frame.
To aim at a moving target, you need to calculate the future position where the projectile will hit the target. You can do that with a quadratic equation. I'm using Jeffrey Hantin's solution from this answer here. You have to pass the start position of the bullet, its speed and the target position and velocity to the intercept function and then solve the quadratic equation. It will return the position vector where the bullet and the target meet. Then just shoot at this point instead of the current target point (you can still use the same code in the Bullet class).
import math
import pygame as pg
from pygame.math import Vector2
BACKGROUND_COLOR = pg.Color(30, 30, 50)
BLUE = pg.Color('dodgerblue1')
LIME = pg.Color(192, 255, 0)
class Bullet(pg.sprite.Sprite):
""" This class represents the bullet. """
def __init__(self, pos, target, screen_rect):
"""Take the pos, direction and angle of the player."""
super().__init__()
self.image = pg.Surface((16, 10), pg.SRCALPHA)
pg.draw.polygon(self.image, LIME, ((0, 0), (16, 5), (0, 10)))
# The `pos` parameter is the center of the bullet.rect.
self.rect = self.image.get_rect(center=pos)
self.position = Vector2(pos) # The position of the bullet.
# This vector points from the mouse pos to the target.
direction = target - pos
# The polar coordinates of the direction vector.
radius, angle = direction.as_polar()
# Rotate the image by the negative angle (because the y-axis is flipped).
self.image = pg.transform.rotozoom(self.image, -angle, 1)
# The velocity is the normalized direction vector scaled to the desired length.
self.velocity = direction.normalize() * 11
self.screen_rect = screen_rect
def update(self):
"""Move the bullet."""
self.position += self.velocity # Update the position vector.
self.rect.center = self.position # And the rect.
# Remove the bullet when it leaves the screen.
if not self.screen_rect.contains(self.rect):
self.kill()
def intercept(position, bullet_speed, target, target_velocity):
a = target_velocity.x**2 + target_velocity.y**2 - bullet_speed**2
b = 2 * (target_velocity.x * (target.x - position.x) + target_velocity.y * (target.y - position.y))
c = (target.x - position.x)**2 + (target.y - position.y)**2
discriminant = b*b - 4*a*c
if discriminant < 0:
print("Target can't be reached.")
return None
else:
t1 = (-b + math.sqrt(discriminant)) / (2*a)
t2 = (-b - math.sqrt(discriminant)) / (2*a)
t = max(t1, t2)
x = target_velocity.x * t + target.x
y = target_velocity.y * t + target.y
return Vector2(x, y)
def main():
pg.init()
screen = pg.display.set_mode((800, 600))
screen_rect = screen.get_rect()
clock = pg.time.Clock()
all_sprites = pg.sprite.Group()
bullet_group = pg.sprite.Group()
target = Vector2(50, 300)
target_velocity = Vector2(4, 3)
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
elif event.type == pg.MOUSEBUTTONDOWN:
target_vector = intercept(Vector2(event.pos), 11, target, target_velocity)
# Shoot a bullet. Pass the start position (in this
# case the mouse position) and the target position vector.
if target_vector is not None: # Shoots only if the target can be reached.
bullet = Bullet(event.pos, target_vector, screen_rect)
all_sprites.add(bullet)
bullet_group.add(bullet)
target += target_velocity
if target.x >= screen_rect.right or target.x < 0:
target_velocity.x *= -1
if target.y >= screen_rect.bottom or target.y < 0:
target_velocity.y *= -1
all_sprites.update()
screen.fill(BACKGROUND_COLOR)
all_sprites.draw(screen)
pg.draw.rect(screen, BLUE, (target, (5, 5)))
pg.display.flip()
clock.tick(60)
if __name__ == '__main__':
main()
pg.quit()
Actually, it would be better to use broofa's solution because it takes some special cases into account.
def intercept(position, bullet_speed, target, target_velocity):
tx, ty = target - position
tvx, tvy = target_velocity
v = bullet_speed
dstx, dsty = target
a = tvx*tvx + tvy*tvy - v*v
b = 2 * (tvx*tx + tvy*ty)
c = tx*tx + ty*ty
ts = quad(a, b, c)
sol = None
if ts:
t0 = ts[0]
t1 = ts[1]
t = min(t0, t1)
if t < 0:
t = max(t0, t1)
if t > 0:
sol = Vector2(dstx + tvx * t,
dsty + tvy * t)
return sol
def quad(a, b, c):
sol = None
if abs(a) < 1e-6:
if abs(b) < 1e-6:
sol = [0, 0] if abs(c) < 1e-6 else None
else:
sol = [-c/b, -c/b]
else:
disc = b*b - 4*a*c
if disc >= 0:
disc = math.sqrt(disc)
a = 2*a
sol = [(-b-disc)/a, (-b+disc)/a]
return sol

pygame - Bullet sprite wrong offset from the ship angle (Vectors2)

There seems to be a weird offset when the bullets are shot from the ship in certain angles while the ship is moving. Also if the ship is shooting in the same direction is heading then the bullet speed is lower.
I tried to work with some SO answers and that's what I came up with:
import sys
import pygame
from pygame.locals import *
vec = pygame.math.Vector2
pygame.init()
FPS = 60
fps_clock = pygame.time.Clock()
WIDTH = 800
HEIGHT = 800
DISPLAY = pygame.display.set_mode((WIDTH, HEIGHT))
BLACK = (0, 0, 0)
BLUE = (0, 0, 255)
MAX_SPEED = 7
class Player(pygame.sprite.Sprite):
"""This class represents the Player."""
def __init__(self):
"""Set up the player on creation."""
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface((70, 50), pygame.SRCALPHA)
pygame.draw.polygon(self.image, (50, 120, 180), ((35, 0), (0, 35), (70, 35)))
self.original_image = self.image
self.position = vec(WIDTH / 2, HEIGHT / 2)
self.rect = self.image.get_rect(center=self.position)
self.vel = vec(0, 0)
self.acceleration = vec(0, -0.2) # The acceleration vec points upwards.
self.angle_speed = 0
self.angle = 0
def update(self):
"""Update the player's position."""
keys = pygame.key.get_pressed()
if keys[K_LEFT]:
self.angle_speed = -2
player.rotate()
if keys[K_RIGHT]:
self.angle_speed = 2
player.rotate()
# If up is pressed, accelerate the ship by
# adding the acceleration to the velocity vector.
if keys[K_UP]:
self.vel += self.acceleration
if keys[K_SPACE]:
player.shoot()
# max speed
if self.vel.length() > MAX_SPEED:
self.vel.scale_to_length(MAX_SPEED)
self.position += self.vel
self.rect.center = self.position
def rotate(self):
# rotate the acceleration vector
self.acceleration.rotate_ip(self.angle_speed)
self.angle += self.angle_speed
if self.angle > 360:
self.angle -= 360
elif self.angle < 0:
self.angle += 360
self.image = pygame.transform.rotate(self.original_image, -self.angle)
self.rect = self.image.get_rect(center=self.rect.center)
def wrap_around_screen(self):
"""Wrap around screen."""
if self.position.x > WIDTH:
self.position.x = 0
if self.position.x < 0:
self.position.x = WIDTH
if self.position.y <= 0:
self.position.y = HEIGHT
if self.position.y > HEIGHT:
self.position.y = 0
def shoot(self):
# create and add missile object to the group
missile = Missile(self.rect.center, self.acceleration, player.acceleration.as_polar()[1])
all_sprites.add(missile)
missiles.add(missile)
class Missile(pygame.sprite.Sprite):
"""This class represents the bullet.
A missile launched by the player's ship.
"""
def __init__(self, position, direction, angle):
"""Initialize missile sprite.
Take the position, direction and angle of the player.
"""
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([4, 10], pygame.SRCALPHA)
self.image.fill(BLUE)
# Rotate the image by the player.angle
self.image = pygame.transform.rotozoom(self.image, angle, 1)
# Pass the center of the player as the center of the bullet.rect.
self.rect = self.image.get_rect(center=position)
self.position = vec(position) # The position vector.
self.velocity = direction * 50 # Multiply by desired speed.
def update(self):
"""Move the bullet."""
self.position += self.velocity # Update the position vector.
self.rect.center = self.position # And the rect.
if self.rect.x < 0 or self.rect.x > WIDTH or self.rect.y < 0 or self.rect.y > HEIGHT:
self.kill()
all_sprites = pygame.sprite.Group()
player = Player()
all_sprites.add(player)
missiles = pygame.sprite.Group()
while True:
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
player.wrap_around_screen()
all_sprites.update()
DISPLAY.fill(BLACK)
all_sprites.draw(DISPLAY)
pygame.display.set_caption('angle {:.1f} accel {} accel angle {:.1f}'.format(
player.angle, player.acceleration, player.acceleration.as_polar()[1]))
pygame.display.update()
fps_clock.tick(FPS)**
Any help would be appreciated
You almost certainly want to have your missiles start with the velocity of the launching ship (in addition to some speed in the direction the ship is facing).
You might replace the direction argument to Missile.__init__ with a velocity parameter that you save directly as self.velocity (with no multiplication). The Player.shoot method can then be modified to pass an appropriate value that takes both the ship's orientation and velocity into account:
def shoot(self):
# create and add missile object to the group
missile = Missile(self.rect.center,
self.velocity + 50 * self.acceleration, # new value here!
player.acceleration.as_polar()[1])
all_sprites.add(missile)
missiles.add(missile)
You might want to use a smaller multiple of ship's the acceleration vector, rather than the 50 I copied from your current code, since it won't be the only component of the missile's velocity any more.
The only problem there is that .rotozoom uses the angles in counter-clockwise, while the .as_polar vector method returns the angle in clockwise direction (one might expect .as_polar to yield an anti-clockwise angle, given what was learned in past math classes, but the Y axis on Surfaces points downwards, while math classes usually had Y pointing upwards).
TL;DR: You just have to invert the angle passed in the call to rotozoom:
self.image = pygame.transform.rotozoom(self.image, -angle, 1)
You probably will also want to swap the width X height of your missile:
self.image = pygame.Surface([10, 4], pygame.SRCALPHA)

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