I am trying to make a simple fighter game that has a fish as your character I'm Relatively new to pymunk and have little to no experience on rotating sprites
this is my code :
__docformat__ = "reStructuredText"
import random
import math
import pygame
import pymunk
import pymunk.pygame_util
from pymunk import Vec2d
def main():
pygame.init()
screen = pygame.display.set_mode((1067, 600))
clock = pygame.time.Clock()
running = True
direct = 0
### Physics stuff
space = pymunk.Space()
space.gravity = (0.0, 900.0)
draw_options = pymunk.pygame_util.DrawOptions(screen)
fish = pygame.image.load('fish.png')
### walls and ground
static_lines = [
pymunk.Segment(space.static_body, (0, 550), (1067, 550), 10),
pymunk.Segment(space.static_body, (0, 0), (0, 550), 10),
pymunk.Segment(space.static_body, (1067, 0), (1067, 550), 10)
]
for line in static_lines:
line.elasticity = 0.7
line.group = 1
line.friction = 1000
space.add(*static_lines)
fp = [(7, -10), (-7, -10), (-30, -7),(-40, 0), (-30, 7), (-7, 10), (7, 10), (40, 0)]
mass = 100
moment = pymunk.moment_for_poly(mass, fp)
playerbody = pymunk.Body(mass, moment)
playerbody.position = 533, 400
playershape = pymunk.Poly(playerbody, fp)
space.add(playerbody, playershape)
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
running = False
elif event.type == pygame.KEYDOWN and event.key == pygame.K_a:
direct -= 1
elif event.type == pygame.KEYDOWN and event.key == pygame.K_d:
direct += 1
elif event.type == pygame.KEYUP and event.key == pygame.K_a:
direct = 0
elif event.type == pygame.KEYUP and event.key == pygame.K_d:
direct = 0
elif event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
playerbody.apply_impulse_at_world_point( (0,-40000), (playerbody.position[0], playerbody.position[1]) )
if direct > 1:
direct = 1
if direct < -1:
direct = -1
if direct == 1:
playerbody.apply_force_at_local_point((200000, 0), (0, 0))
playerbody.apply_force_at_local_point((0, -2900), (-30, 0))
if direct == -1:
playerbody.apply_force_at_local_point((-200000, 0), (0, 0))
playerbody.apply_force_at_local_point((0, -2900), (30, 0))
### Clear screen
screen.fill(pygame.Color("white"))
### Draw stuff
space.debug_draw(draw_options)
### Update physics
dt = 1.0 / 60.0 / 5.0
for x in range(5):
space.step(dt)
angle_degrees = math.degrees(playerbody.angle)
rotated_logo_img = pygame.transform.rotate(fish, angle_degrees)
offset = Vec2d(*rotated_logo_img.get_size()) / 2
#playershape = playershape - offset << commented because when I uncomment it gives an error
screen.blit(rotated_logo_img, (round(playerbody.position[0] - 35), round(playerbody.position[1] -9)))
### Flip screen
pygame.display.flip()
clock.tick(50)
pygame.display.set_caption("fps: " + str(clock.get_fps()))
if __name__ == "__main__":
main()
yes I know its not the best but I have only only 2 years of python experience. I tried flipping the sprite both through code and just flipping the image source but none seemed to work.
The y-axis of the coordinate system points downwards, however,
pygame.transform.rotate()
rotates counter clockwise. Therefore you have to invert the rotation angle:rotated_logo_img = pygame.transform.rotate(fish, angle_degrees)
To rotate an image around the center you must preserve the center of the image (See also How do I rotate an image around its center using Pygame?):