pygame怎么计算距离
在Pygame中,计算两点之间的距离可以使用几何公式。给定两点P1(x1, y1)和P2(x2, y2),距离D可以用以下公式计算:
D = √((x2 - x1)² + (y2 - y1)²)
在Python中,你可以使用math库中的sqrt函数来计算平方根。以下是一个计算两点之间距离的Pygame示例代码:
import math
import pygame
定义两个点的坐标
point1 = pygame.math.Vector2(100, 100)
point2 = pygame.math.Vector2(200, 200)
计算两点之间的距离
distance = point1.distance_to(point2)
print(f"The distance between the two points is: {distance}")
在这个例子中,我们使用了pygame的math.Vector2类,它内置了一个distance_to方法来计算两个点之间的距离。这样可以简化计算过程,并提供更为直观和易于理解的代码。
计算旋转后的终点位置
end_point_x = start_point[0] + ray_length * math.cos(math.radians(rotate_angle))
end_point_y = start_point[1] - ray_length * math.sin(math.radians(rotate_angle))
end_point = (end_point_x, end_point_y)
# 绘制射线
pygame.draw.line(window_surface, (255, 0, 0), start_point, end_point, 2)
# 刷新屏幕
pygame.display.update()
在上面的示例中,我们在事件循环中检测键盘左键是否按下,并根据按键状态更新线条的旋转角度。您可以通过调整rotate_speed参数来改变旋转速度,从而控制角度的变化速度。这样就可以在Pygame中实现按下键盘左键时旋转线条角度的效果。
2024/4/7 19:02:10
end_point_x = start_point[0] + ray_length * math.cos(math.radians(rotate_angle))
end_point_y = start_point[1] - ray_length * math.sin(math.radians(rotate_angle))
2024/4/7 19:02:16
这两行代码是用来计算旋转后的射线终点坐标的。让我解释一下每个部分的作用:
math.cos(math.radians(rotate_angle)): 这部分计算了给定角度rotate_angle的余弦值,其中math.radians()函数将角度从度转换为弧度。余弦值表示终点在x轴上的偏移量。
math.sin(math.radians(rotate_angle)): 这部分计算了给定角度rotate_angle的正弦值,其中math.radians()函数将角度从度转换为弧度。正弦值表示终点在y轴上的偏移量。
start_point[0] + ray_length * …: 这部分将起点的x坐标与旋转后x轴上的偏移量相加,从而得到终点的x坐标。
start_point[1] - ray_length * …: 这部分将起点的y坐标减去旋转后y轴上的偏移量,从而得到终点的y坐标。
通过这些计算,您可以根据起点、长度和角度来确定旋转后的射线终点坐标。这样就能实现在Pygame中根据旋转角度绘制旋转的射线的效果。
import pygame
from pygame.locals import *
import sys
import math
pygame.init()
width, height = 800, 600
screen = pygame.display.set_mode((width, height))
c=pygame.time.Clock()
q = [
[1, 1, 1, 1, 1, 1, 1, 1],
[1, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 1],
[1, 0, 0, 0, 0, 0, 0, 1],
[1, 1, 1, 1, 1, 1, 1, 1]
]
px=70
py=70
du=0
left=False
right=False
down=False
up=False
img = pygame.image.load("1.png") # 替换为您自己的图像文件路径
img=pygame.transform.scale(img,(30,30))
ci=0
sz=[]
qsz=[]
xiansz=[(0,0)]
xuanzhuanjiao=0
class zidan:
global xiansz
def __init__(self):
self.x = self
self.y = self
self.endx=self
self.endy=self
self.xiansz=self
def chuangjian(self):
self.endx = px
self.endy = py
p=pygame.draw.rect(screen, (40, 140, 40), (self.x, self.y, 10,20), 0)
print(self.x,self.y,"d没碰")
if(p.collidelistall(qsz)):
xiansz.clear()
#self.endx, self.endy = self.x, self.y
xiansz.append((self.x,self.y))
print(self.x,self.y,"duixiang",xiansz)
def player(x,y,zhuan):
#pygame.draw.line(screen, (40, 140, 40), (x, y), (74, 713))
#print(du)
screen.blit(zhuan,(x,y))
def dl(x,y):
pygame.draw.line(screen, (40, 140, 40), (x, y), (x, 700))
while True:
screen.fill((255, 255, 255))
#c.tick(7)
for event in pygame.event.get():
if event.type == QUIT:
pygame.quit()
sys.exit()
keys = pygame.key.get_pressed()
if keys[pygame.K_UP]:
print("up")
py=py -10
if keys[pygame.K_LEFT]:#zuo
px=px-10
if keys[pygame.K_DOWN]:#xia
print("up")
py = py + 10
if keys[pygame.K_RIGHT]:#you
px=px+10
#print(sz)
#在这直接写会变成子弹,写成函数qiang(ci)就能画成一次,不会移动的墙
zi = zidan()
zi.x = px
zi.y = py
sz.append(zi)
for h in range(len(q)):
#print(q[h],"行",h)
for g in range(len(q[h])):
if q[h][g]==1:
#print(q[h][g],"个",g,h)
pz=pygame.draw.rect(screen, (140, 240, 40), (h*60, g*60, 60, 60))
qsz.append(pz)
player(px,py,img)
dl(px,py)
for i in (sz):
#print(i)
i.x=i.x+60
i.chuangjian()
#pygame.draw.line(screen, (40, 140, 40), (px, py), (i.endx, i.endy))
#print(i.endx, i.endy, "点")
if(i.x>500):
sz.remove(i)
for i in (sz):
xuanzhuanjiao = xuanzhuanjiao + 1
pygame.draw.line(screen, (40, 140, 40), (px, py), (xiansz[0]))
p=pygame.math.Vector2(px,py)
p1=pygame.math.Vector2(xiansz[0])
juli=p.distance_to(p1)
end_point_x = px +int(juli) * math.cos(math.radians(1))
end_point_y = py - int(juli) * math.sin(math.radians(1))
end_point = (end_point_x, end_point_y)
pygame.draw.line(screen, (255, 0, 0), (px, py), end_point, 2)
end_point_x = px + int(juli) * math.cos(math.radians(2))
end_point_y = py - int(juli) * math.sin(math.radians(2))
end_point = (end_point_x, end_point_y)
pygame.draw.line(screen, (255, 0, 0), (px, py), end_point, 2)
end_point_x = px + int(juli) * math.cos(math.radians(3))
end_point_y = py - int(juli) * math.sin(math.radians(3))
end_point = (end_point_x, end_point_y)
pygame.draw.line(screen, (255, 0, 0), (px, py), end_point, 2)
end_point_x = px + int(juli) * math.cos(math.radians(4))
end_point_y = py - int(juli) * math.sin(math.radians(4))
end_point = (end_point_x, end_point_y)
pygame.draw.line(screen, (255, 0, 0), (px, py), end_point, 2)
print(i.endx, i.endy, "点", (end_point_x, end_point_y), xiansz,xuanzhuanjiao)
#if (i.x > 500):
#sz.remove(i)
#在这直接写会变成子弹,写成函数qiang(ci)就能画成一次,不会移动的墙
pygame.display.flip()