I did not make this code, I copy and pasted it because I wanted to learn how to control a projectile with a vector that is controlled by mouse (I would link the source, but I forgot where I found it, so if you know where it came from, leave it in the comment thing, I'm new to this forum).
import pygame
import math
mousehitbox = pygame.Rect(0, 0, 11, 11)
screen = pygame.display.set_mode((500, 500))
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = pygame.Surface((32, 32))
self.image.fill((0, 0, 0))
self.image.set_colorkey((0, 0, 0))
pygame.draw.polygon(self.image, pygame.Color('dodgerblue'), ((0, 0), (32, 16), (0, 32)))
self.org_image = self.image.copy()
self.angle = 0
self.direction = pygame.Vector2(1, 0)
self.rect = self.image.get_rect()
self.x_change = 0
self.y_change = 0
self.pos = pygame.Vector2(self.rect.center)
def update(self, events, dt):
mousehitbox.center = pygame.mouse.get_pos()
for e in events:
if e.type == pygame.KEYDOWN:
if e.key == pygame.K_SPACE:
self.groups()[0].add(Projectile(self.rect.center, self.direction))
pressed = pygame.key.get_pressed()
if pressed[pygame.K_q]:
self.angle += 6
if pressed[pygame.K_e]:
self.angle -= 6
if pressed[pygame.K_w]:
self.y_change -= 3
if pressed[pygame.K_a]:
self.x_change -= 3
if pressed[pygame.K_s]:
self.y_change += 3
if pressed[pygame.K_d]:
self.x_change += 3
self.orientation()
self.image = pygame.transform.rotate(self.org_image, self.angle)
self.rect = self.image.get_rect(center=self.rect.center)
self.rect.x += self.x_change
self.rect.y += self.y_change
self.x_change = 0
self.y_change = 0
def orientation(self):
self.direction = pygame.Vector2(mousehitbox.x-self.rect.x, mousehitbox.y-self.rect.y).rotate(-self.angle)
# print(self.direction)
self.angle = -(math.degrees(math.tan((mousehitbox.y-self.rect.y) / (mousehitbox.x-self.rect.x))))
print(self.angle)
print(mousehitbox)
class Projectile(pygame.sprite.Sprite):
def __init__(self, pos, direction):
super().__init__()
self.image = pygame.Surface((8, 8))
self.image.fill((0, 0, 0))
self.image.set_colorkey((0, 0, 0))
pygame.draw.circle(self.image, pygame.Color('orange'), (4, 4), 4)
self.rect = self.image.get_rect(center=pos)
self.direction = direction
self.pos = pygame.Vector2(self.rect.center)
def update(self, events, dt):
self.pos += self.direction * dt
self.rect.center = self.pos
if not pygame.display.get_surface().get_rect().contains(self.rect):
self.kill()
def main():
pygame.init()
sprites = pygame.sprite.Group(Player())
clock = pygame.time.Clock()
dt = 0
while True:
events = pygame.event.get()
for e in events:
if e.type == pygame.QUIT:
return
sprites.update(events, dt)
screen.fill((30, 30, 30))
sprites.draw(screen)
pygame.draw.rect(screen, (0, 255, 0), mousehitbox, 3, 1)
pygame.display.update()
dt = clock.tick(60)
if __name__ == '__main__':
main()
But, there are several things I just can't understand, like, why is the player incredibly unstable when I aim to 5 o'clock from the sprite? I used print to check what's going on with the variables and I saw 2 different outputs from the same equation with same input. Does anyone know what's actually happening?