Reputation: 25
I neew help with making my sprites rotate smoothly.
Right now i have to press the botton multiple times to rotate the sprites. When I rotate the sprites it also warps the sprites in a weird way.
if you go down to the main loop you can see how i tried to implement the rotation in my code right now. I am new to programming so i would appreciate if anyone could ELI5.
import pygame as pg
import sys
x, y = 0, 0
class Rocket(pg.sprite.Sprite):
def __init__(self, picture_path, x, y):
super().__init__()
self.image = pg.image.load(picture_path)
self.image = pg.transform.scale(self.image, (120, 100))
self.angle_change = 0
self.angle = 90 + self.angle_change
self.image = pg.transform.rotate(self.image, self.angle)
self.rect = self.image.get_rect()
self.rect.x = 900
self.rect.y = 400
self.pressed_w = False
self.pressed_a = False
self.pressed_s = False
self.pressed_d = False
self.speed = 3
self.gravity = False
def update(self):
if self.pressed_a:
self.rect.x -= self.speed
if self.pressed_d:
self.rect.x += self.speed
if self.pressed_w:
self.rect.y -= self.speed
if self.pressed_s:
self.angle_change += 3
if self.gravity:
self.rect.y += self.speed
if self.rect.left < 0: self.rect.left = 0
if self.rect.right > width: self.rect.right = width
if self.rect.top < 0: self.rect.top = 0
if self.rect.bottom > height: self.rect.bottom = height
class Rocket1(pg.sprite.Sprite):
def __init__(self, picture_path, x, y):
super().__init__()
self.image = pg.image.load(picture_path)
self.image = pg.transform.scale(self.image, (120, 100))
self.rotate = 90
self.image = pg.transform.rotate(self.image, self.rotate)
self.rect = self.image.get_rect()
self.rect.x = 900
self.rect.y = 400
self.pressed_up = False
self.pressed_left = False
self.pressed_down = False
self.pressed_right = False
self.speed = 3
self.gravity = False
def update(self):
if self.pressed_left:
self.rect.x -= self.speed
if self.pressed_right:
self.rect.x += self.speed
if self.pressed_up:
self.rect.y -= self.speed
if self.pressed_down:
self.rect.y += self.speed
if self.gravity:
self.rect.y += self.speed
if self.rect.left < 0: self.rect.left = 0
if self.rect.right > width: self.rect.right = width
if self.rect.top < 0: self.rect.top = 0
if self.rect.bottom > height: self.rect.bottom = height
pg.init()
clock = pg.time.Clock()
width = 1920
height = 1080
screen = pg.display.set_mode((width, height))
background = pg.image.load("bg.jpg")
#rocket
player_rect = Rocket("rocket.png", x, y)
player_rect1 = Rocket1("rocketflames.png", x, y)
rocket_group = pg.sprite.Group()
rocket_group.add(player_rect,player_rect1)
while True:
rocket_rotate = 0
for event in pg.event.get():
if event.type == pg.QUIT:
pg.quit()
sys.exit()
if event.type == pg.KEYDOWN:
if event.key == pg.K_w:
player_rect.pressed_w = True
player_rect.gravity = False
if event.type == pg.KEYDOWN:
if event.key == pg.K_s:
rocket_rotate += 1
for rocket in rocket_group:
rocket.image = pg.transform.rotate(rocket.image, rocket_rotate)
if event.type == pg.KEYDOWN:
if event.key == pg.K_d:
player_rect.pressed_d = True
if event.type == pg.KEYDOWN:
if event.key == pg.K_a:
player_rect.pressed_a = True
if event.type == pg.KEYUP:
if event.key == pg.K_w:
player_rect.pressed_w = False
player_rect.gravity = True
if event.type == pg.KEYUP:
if event.key == pg.K_s:
rocket_rotate += 0
for rocket in rocket_group:
rocket.image = pg.transform.rotate(rocket.image, rocket_rotate)
if event.type == pg.KEYUP:
if event.key == pg.K_d:
player_rect.pressed_d = False
player_rect.gravity = True
if event.type == pg.KEYUP:
if event.key == pg.K_a:
player_rect.pressed_a = False
player_rect.gravity = True
###
if event.type == pg.KEYDOWN:
if event.key == pg.K_UP:
player_rect1.pressed_up = True
player_rect1.gravity = False
if event.type == pg.KEYDOWN:
if event.key == pg.K_DOWN:
player_rect1.pressed_down = True
if event.type == pg.KEYDOWN:
if event.key == pg.K_RIGHT:
player_rect1.pressed_right = True
if event.type == pg.KEYDOWN:
if event.key == pg.K_LEFT:
player_rect1.pressed_left = True
if event.type == pg.KEYUP:
if event.key == pg.K_UP:
player_rect1.pressed_up = False
player_rect1.gravity = True
if event.type == pg.KEYUP:
if event.key == pg.K_DOWN:
player_rect1.pressed_down = False
player_rect1.gravity = True
if event.type == pg.KEYUP:
if event.key == pg.K_RIGHT:
player_rect1.pressed_right = False
player_rect1.gravity = True
if event.type == pg.KEYUP:
if event.key == pg.K_LEFT:
player_rect1.pressed_left = False
player_rect1.gravity = True
pg.display.flip()
screen.blit(background, (0, 0))
rocket_group.draw(screen)
rocket_group.update()
clock.tick(120)
Upvotes: 1
Views: 116
Reputation: 210909
You have to use the pygame.key.get_pressed()
instead of the keybord events.
The keyboard events (see pygame.event module) occur only once when the state of a key changes. The KEYDOWN
event occurs once every time a key is pressed. KEYUP
occurs once every time a key is released. Use the keyboard events for a single action or a step-by-step movement.
pygame.key.get_pressed()
returns a list with the state of each key. If a key is held down, the state for the key is True
, otherwise False
. Use pygame.key.get_pressed()
to evaluate the current state of a button and get continuous movement.
Additionally I recommend reading How do I rotate an image around its center using PyGame?.
Upvotes: 1