Search code examples
pythonpygameimage-rotation

Pygame + Sprite rotation not staying centered


I've been banging my head on this for a couple days now. I'm trying to rotate a sprite on its' center axis and have been referencing this previous post about the same issue:

How do I rotate an image around its center using Pygame?

I'm using the exact same code as described in the previous post and also utilizing a image_clean attribute as to not distort the image on successive rotations. When I try and rotate my sprite the center of the image oscillates back and forth between two points.

def rotate_center(image, angle):
    """rotate a Surface, maintaining position."""
    loc = image.get_rect().center  #rot_image is not defined 
    rot_img = pg.transform.rotate(image, angle)
    print('')
    print('>>> before: ' + str(rot_img.get_rect().center))
    rot_img.get_rect().center = loc
    print('>>> after: ' + str(rot_img.get_rect().center))
    return rot_img

print statements verify that the line:

rot_sprite.get_rect().center = loc

Doesn't seem to assign the loc value to the image center. The output is always like this:

>>> before: (32, 32)
>>> after: (32, 32)

>>> before: (37, 37)
>>> after: (37, 37)

>>> before: (41, 41)
>>> after: (41, 41)

>>> before: (43, 43)
>>> after: (43, 43)

>>> before: (45, 45)
>>> after: (45, 45)

>>> before: (45, 45)
>>> after: (45, 45)

>>> before: (43, 43)
>>> after: (43, 43)

>>> before: (41, 41)
>>> after: (41, 41)

>>> before: (37, 37)
>>> after: (37, 37)

I always want the center to be at (32, 32) (I believe). Any help would be greatly appreciated.

Code:

def main():
    pg.init()

# Screen Setup
size = (SCREEN_WIDTH, SCREEN_HEIGHT)
screen = pg.display.set_mode(size)
screen_flags = screen.get_flags()
pg.display.set_caption(GAME_NAME)
done = False
clock = pg.time.Clock()

# SPRITE GROUPS
all_sprites = pg.sprite.Group()
turrets = pg.sprite.Group()

turret = Tower2((SCREEN_WIDTH/2, SCREEN_HEIGHT/2))
turrets.add(turret)
all_sprites.add(turret)

# -------- Main Program Loop -----------
while not done:
    # Process Incoming Events
    for event in pg.event.get():
        if event.type == pg.QUIT:
            done = True
        if event.type == pg.KEYDOWN:
            if event.key == pg.K_q:
                done = True
            if event.key == pg.K_f:
                if screen_flags & pg.FULLSCREEN == False:
                    screen_flags |= pg.FULLSCREEN
                    pg.display.set_mode(size, screen_flags)
                else:
                    screen_flags ^= pg.FULLSCREEN
                    pg.display.set_mode(size, screen_flags)


    turret.angle += 10
    turret.image = rotate_center(turret.image_clean, turret.angle)


    screen.fill(WHITE)
    all_sprites.draw(screen)
    pg.display.flip()
    clock.tick(15)

pg.quit()


class Tower2(pg.sprite.Sprite):
    def __init__(self, pos, image, tRange, attackSpeed=1):
        super().__init__()
        self.image = image
        self.image_clean = image
        self.rect = self.image.get_rect()
        self.rect.center = pos
        self.range = tRange
        self.attackSpeed = attackSpeed
        self.lastAttack = time.time()
        self.angle = 0

    def __iter__(self):
        return self

    def canAttack(self):
        if time.time() - self.lastAttack > self.attackSpeed:
            return True
        else:
            return False

    def rotate(self):
        pass

    def update(self):
        self.angle += 10
        self.image = pg.transform.rotate(self.image_clean, self.angle)
        self.image.get_rect().center = self.image_clean.get_rect().center



class Turret1(Tower2):
    def __init__(self, pos):    
        TOWER_WIDTH = 64
        TOWER_HEIGHT = 64
        INIT_RANGE = 200
        INIT_RATE = 1
        SPEED = 1
        tower_img = pg.image.load('imgs/test_rotate.png')
        tower_img = pg.transform.scale(tower_img, (TOWER_WIDTH, TOWER_HEIGHT))
        super().__init__(pos, tower_img, INIT_RANGE, SPEED)

Solution

  • You have to pass the rect of the sprite as well, because it holds the actual position of the sprite and then pass the center coords to .get_rect or assign them to the new rect's center. If you just call .get_rect(), you get a rect with the topleft coords (0, 0).

    def rotate_center(image, rect, angle):
        """Rotate a Surface, maintaining position."""
        rot_img = pg.transform.rotate(image, angle)
        # Get a new rect and pass the center position of the old
        # rect, so that it rotates around the center.
        rect = rot_img.get_rect(center=rect.center)
        return rot_img, rect  # Return the new rect as well.
    
    
    # In the main while loop.
    turret.angle += 10
    # Also pass the turret's rect which holds the position of the sprite.
    image, rect = rotate_center(turret.image_clean, turret.rect, turret.angle)
    turret.image = image  # Assign the new image.
    turret.rect = rect  # Assign the new rect.
    

    You could also do this in the update method of the sprite:

    import pygame as pg
    
    
    WHITE = pg.Color('white')
    
    class Tower2(pg.sprite.Sprite):
        def __init__(self, pos, tRange=1, attackSpeed=1):
            super().__init__()
            self.image = your_image
            self.image_clean = self.image
            self.rect = self.image.get_rect()
            self.rect.center = pos
            self.angle = 0
    
        def update(self):
            self.angle += 10
            self.image = pg.transform.rotate(self.image_clean, self.angle)
            self.rect = self.image.get_rect(center=self.rect.center)
    
    
    def main():
        pg.init()
    
        SCREEN_WIDTH = 640
        SCREEN_HEIGHT = 480
        size = (SCREEN_WIDTH, SCREEN_HEIGHT)
        screen = pg.display.set_mode(size)
        done = False
        clock = pg.time.Clock()
    
        all_sprites = pg.sprite.Group()
    
        turret = Tower2((SCREEN_WIDTH/2, SCREEN_HEIGHT/2))
        all_sprites.add(turret)
    
        while not done:
            for event in pg.event.get():
                if event.type == pg.QUIT:
                    done = True
    
            all_sprites.update()
    
            screen.fill(WHITE)
            all_sprites.draw(screen)
            pg.display.flip()
            clock.tick(15)
    
    main()
    pg.quit()