Rotating an object in python Pygame is relatively simple as compared to html5 or Java, all we need to do is to rotate an object with this pygame method.
rotated_player = pygame.transform.rotate(player, player_rotation)
The player_rotation is the rotation angle of the sprite and player is the surface of that sprite. We will use the Vector2D class which we have previously created in the below script
player_draw_pos = Vector2D(player_pos.x-w/2, player_pos.y-h/2) screen.blit(rotated_player, player_draw_pos)
to draw out the image and keep it in the memory but before that we need to turn the Vector2D class into a sub-class of the tuple class and overwrite the
__new__(cls, x=0.0, y=0.0)
method of the sub-class so the Vector2D class will return a tuple which can then be used inside the screen.blit method above.
Below is the revised edition of the Vector2D class.
import math class Vector2D(tuple): def __new__(cls, x=0.0, y=0.0): return tuple.__new__(cls, (x, y)) def __init__(self, x=0.0, y=0.0): self.x = x self.y = y def __str__(self): return "(%s, %s)"%(self.x, self.y) @classmethod def next_vector(cls, args): return cls(args-args, args-args) def get_magnitude(self): return math.sqrt( self.x**2 + self.y**2 ) def normalize(self): magnitude = self.get_magnitude() self.x /= magnitude self.y /= magnitude # rhs stands for Right Hand Side def __add__(self, rhs): return Vector2D(self.x + rhs.x, self.y + rhs.y) def __sub__(self, rhs): return Vector2D(self.x - rhs.x, self.y - rhs.y) def __neg__(self): return Vector2D(-self.x, -self.y) def __mul__(self, scalar): return Vector2D(self.x * scalar, self.y * scalar) def __div__(self, scalar): return Vector2D(self.x / scalar, self.y / scalar)
Now let’s start to rotate an object with the below script.
#!/usr/bin/env python import pygame from pygame.locals import * from sys import exit from vector2d import Vector2D from math import * boat = 'boat.png' pygame.init() screen = pygame.display.set_mode((640, 480), 0, 32) pygame.display.set_caption("Pygame Rotation Demo") player = pygame.image.load(boat).convert_alpha() clock = pygame.time.Clock() player_pos = Vector2D(300, 250) player_rotation = 0. player_rotation_speed = 360. # 360 degrees per second while True: for event in pygame.event.get(): if event.type == QUIT: exit() pressed_keys = pygame.key.get_pressed() rotation_direction = 0. if pressed_keys[K_LEFT]: rotation_direction = -1.0 if pressed_keys[K_RIGHT]: rotation_direction = +1.0 screen.fill((255, 255, 255)) rotated_player = pygame.transform.rotate(player, player_rotation) # Return the rotated_player surface object w, h = rotated_player.get_size() player_draw_pos = Vector2D(player_pos.x-w/2, player_pos.y-h/2) screen.blit(rotated_player, player_draw_pos) time_passed = clock.tick() time_passed_seconds = time_passed / 1000.0 player_rotation += rotation_direction * player_rotation_speed * time_passed_seconds pygame.display.update()
Basically what the above script does is to rotate the sprite in the clockwise or anti-clockwise direction when we press the right or the left arrow key. We will also move the top-left corner of the sprite back by half before we draw our sprite in the memory, this move is required to make sure the sprite object will be drawn correctly.
Below is the outcome of the above program.