I'm having trouble keeping track of two rectangles that I blit onto a surface after I then rotate that surface. There are three rectangles draw on to the surface, representing the player. As the left and right keys are pressed, the rectangles all rotate around the centre point correctly. When the space bar is pressed, the "lights" are supposed to toggle on and off, however they are always redrawn at the bottom of the surface. Can you advise what I'm doing wrong?
import pygame
from pygame.locals import *
class Player(pygame.sprite.Sprite):
height = 48
width = 48
colour = (30,144,255)
def __init__(self):
super(Player, self).__init__()
self.surf = pygame.Surface((self.width, self.height))
self.surf.fill((0, 0, 0))
self.rect = self.surf.get_rect(center = (screen_width / 2, screen_height / 2))
self.rotation = 0
self.PlayerBody = pygame.draw.rect(self.surf, self.colour, Rect(15, 15, 20, 35))
self.PlayerLightLeft = pygame.draw.rect(self.surf, (125, 0, 0), Rect(19, 45, 4, 4))
self.PlayerLightRight = pygame.draw.rect(self.surf, (125, 0, 0), Rect(27, 45, 4, 4))
self.lights = False
self.lightsOnColour = (255, 0, 0)
self.lightsOffColour = (125, 0, 0)
self.lightsColour = self.lightsOffColour
def update(self, pressedKey):
if pressedKey == pygame.K_RIGHT:
self.surf = pygame.transform.rotate(self.surf, -90)
if pressedKey == pygame.K_LEFT:
self.surf = pygame.transform.rotate(self.surf, 90)
if pressedKey == pygame.K_SPACE:
if self.lights:
self.lightsColour = self.lightsOffColour
self.lights = False
else:
self.lightsColour = self.lightsOnColour
self.lights = True
# always draws rectangles at the bottom of the surface
self.PlayerLightLeft = pygame.draw.rect(self.surf, self.lightsColour, self.PlayerLightLeft)
self.PlayerLightRight = pygame.draw.rect(self.surf, self.lightsColour, self.PlayerLightRight)
# initialize pygame
pygame.init()
screen_width = 800
screen_height = 600
screen = pygame.display.set_mode((screen_width, screen_height))
background = pygame.Surface(screen.get_size())
background.fill((255, 255, 255))
Player = Player()
running = True
while running:
pressedKey = pygame.K_0
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
pressedKey = event.key
elif event.type == QUIT:
running = False
screen.blit(background, (0, 0))
Player.update(pressedKey)
screen.blit(Player.surf, Player.rect)
pygame.display.flip()
# end of game, quit
pygame.quit()
Don't rotate the player surface when a key is presse, but add an attribute angle
to the class Player
, which stores the current angle of the surface.
Change the angle
when the K_RIGHT
or K_LEFT
key is pressed.
class Player(pygame.sprite.Sprite):
height = 48
width = 48
colour = (30,144,255)
def __init__(self):
super(Player, self).__init__()
# [...]
self.angle = 0
def update(self, pressedKey):
if pressedKey == pygame.K_RIGHT:
self.angle = (self.angle - 90) % 360
if pressedKey == pygame.K_LEFT:
self.angle = (self.angle + 90) % 360
# [...]
this causes that the original surface is never changed and changing the "lights" will always work.
Create a rotated surface, which is rotated by Player.angle
and blit
the rotated surface:
rotSurf = pygame.transform.rotate(Player.surf, Player.angle)
screen.blit(rotSurf, Player.rect)