Search code examples
pythonvectorpygameazimuth

Pygame Vector2.as_polar() and Vector2.from_polar() methods


Can someone please show me an example of using Vector2.as_polar() to get the distance and azimuthal angle, and then plugging that information back into Vector2.from_polar() to get the cartesian coordinates?

Let's suppose we want the distance and azimuthal angle between (0, 0) and (15, 10), and then plug that information into Vector2.from_polar() to generate (15, 10) again.

I would explain exactly what I am doing, but it might be easier for me and everyone else to just see a working example.


Solution

  • You can define a vector as a radius and an angle - the polar coordinates.

    Let's use a point vector in the center of the screen as the pole of our polar coordinate system.

    pole = Vector2(screen_rect.center)
    

    To set the coordinates of a vector with the help of the from_polar method, first define a vector and then pass a tuple which consists of the radius and angle:

    vec = Vector2()
    # This updates the cartesian coordinates of vec.
    vec.from_polar((90, 60))  # 90 pixels long, rotated 60 degrees.
    

    Then use pygame.draw.line to draw it (add vec to pole to get the target coords):

    pg.draw.line(screen, (200, 90, 20), pole, pole+vec, 3)
    

    As a demonstration for as_polar, calculate the vector to the mouse position and unpack the polar coordinates into the variables r and phi which we render later to see the current radius and angle of this vector.

    r, phi = (mouse_pos-pole).as_polar()
    

    Note that pygame's y-axis is flipped, therefore the negative angles point up and the positive angles down.

    import sys
    import pygame as pg
    from pygame.math import Vector2
    
    
    def main():
        screen = pg.display.set_mode((640, 480))
        screen_rect = screen.get_rect()
        font = pg.font.Font(None, 30)
        color = pg.Color(150, 250, 100)
        clock = pg.time.Clock()
        pole = Vector2(screen_rect.center)
        # A zero vector.
        vec = Vector2()
        # To set the coordinates of `vec` we can pass the
        # polar coordinates (radius, angle) to `from_polar`.
        vec.from_polar((90, 60))
        print(vec)  # Now take a look at the updated cartesian coordinates.
        done = False
    
        while not done:
            for event in pg.event.get():
                if event.type == pg.QUIT:
                    done = True
    
            mouse_pos = pg.mouse.get_pos()
            # `as_polar` gives us the radius and angle of the vector that
            # points to the mouse. Unpack it into the `r` and `phi` variables.
            r, phi = (mouse_pos-pole).as_polar()
    
            screen.fill((30, 30, 30))
            # Draw the line to the mouse pos.
            pg.draw.line(screen, color, pole, mouse_pos, 3)
            # Add the vec to the pole to get the target coordinates.
            pg.draw.line(screen, (200, 90, 20), pole, pole+vec, 3)
    
            # Render the radius and angle.
            txt = font.render('r: {:.1f}'.format(r), True, color)
            screen.blit(txt, (30, 30))
            txt = font.render('phi: {:.1f}'.format(phi), True, color)
            screen.blit(txt, (30, 50))
    
            pg.display.flip()
            clock.tick(30)
    
    
    if __name__ == '__main__':
        pg.init()
        main()
        pg.quit()
        sys.exit()
    

    Here's another example with a sprite that follows the mouse (press "w" or "s" to accelerate). I pass the self.speed as the radius and the angle that as_polar returns as the argument to from_polar to set the velocity of the player sprite.

    import sys
    import pygame as pg
    
    
    class Player(pg.sprite.Sprite):
        def __init__(self, pos):
            super().__init__()
            self.image = pg.Surface((50, 30), pg.SRCALPHA)
            color = pg.Color('dodgerblue1')
            pg.draw.polygon(self.image, color, ((1, 1), (49, 15), (1, 29)))
            self.orig_img = self.image
            self.rect = self.image.get_rect(center=pos)
            self.pos = pg.math.Vector2(pos)
            self.vel = pg.math.Vector2(0, 0)
            self.speed = 0
    
        def update(self):
            self.rotate()
            self.pos += self.vel
            self.rect.center = self.pos
    
        def rotate(self):
            _, angle = (pg.mouse.get_pos()-self.pos).as_polar()
            self.vel.from_polar((self.speed, angle))
            self.image = pg.transform.rotozoom(self.orig_img, -angle, 1)
            self.rect = self.image.get_rect(center=self.rect.center)
    
    
    def main():
        screen = pg.display.set_mode((640, 480))
        clock = pg.time.Clock()
        all_sprites = pg.sprite.Group()
        player = Player((300, 200))
        all_sprites.add(player)
    
        done = False
        while not done:
            for event in pg.event.get():
                if event.type == pg.QUIT:
                    done = True
    
            keys = pg.key.get_pressed()
            if keys[pg.K_w]:
                player.speed += .2
            elif keys[pg.K_s]:
                player.speed -= .2
    
            all_sprites.update()
            screen.fill((30, 30, 30))
            all_sprites.draw(screen)
    
            pg.display.flip()
            clock.tick(30)
    
    
    if __name__ == '__main__':
        pg.init()
        main()
        pg.quit()
        sys.exit()