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November 22, 2021 12:10
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Angle from vector proof example
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import math | |
import pygame | |
import random | |
from pygame import Vector2 | |
pygame.init() | |
class Game: | |
def __init__(self): | |
self.window_size = Vector2(512) | |
self.window = pygame.display.set_mode(self.window_size, pygame.DOUBLEBUF) | |
pygame.display.set_caption('playground') | |
self.screen_scale = 3 | |
self.screen = pygame.Surface(self.window_size/self.screen_scale) | |
self.screen_size = Vector2(self.screen.get_size()) | |
self.clock = pygame.time.Clock() | |
self.mpos = Vector2(pygame.mouse.get_pos()) / self.screen_scale | |
self.bullet = Bullet( | |
self.screen_size/2, | |
Vector2( | |
random.random() * 2 - 1, | |
random.random() * 2 - 1 | |
).normalize() * 100 | |
) | |
def run(self): | |
while 1: | |
self.process_events() | |
self.update() | |
self.draw() | |
def process_events(self): | |
for event in pygame.event.get(): | |
if (event.type == pygame.QUIT or | |
(event.type == pygame.KEYDOWN and | |
event.key == pygame.K_ESCAPE)): | |
pygame.quit() | |
quit() | |
elif (event.type == pygame.KEYDOWN and | |
event.key == pygame.K_SPACE): | |
self.bullet.vel = Vector2( | |
random.random() * 2 - 1, | |
random.random() * 2 - 1 | |
).normalize() * 100 | |
def update(self): | |
dt = self.clock.tick(60)*.001 | |
self.bullet.pos += self.bullet.vel * dt | |
if not (0 < self.bullet.pos.x < self.screen_size.x): | |
if self.bullet.pos.x < 0: | |
self.bullet.pos.x = 0 | |
else: | |
self.bullet.pos.x = self.screen_size.x | |
self.bullet.vel.x *= -1 | |
if not (0 < self.bullet.pos.y < self.screen_size.y): | |
if self.bullet.pos.y < 0: | |
self.bullet.pos.y = 0 | |
else: | |
self.bullet.pos.y = self.screen_size.y | |
self.bullet.vel.y *= -1 | |
def draw(self): | |
self.screen.fill((60,50,60)) | |
layer = pygame.Surface(self.screen.get_size(), pygame.SRCALPHA) | |
layer.blit(self.bullet.surf, self.bullet.pos - Vector2(self.bullet.surf.get_size())/2) | |
mpos = Vector2(pygame.mouse.get_pos()) / self.screen_scale | |
center = self.screen_size / 2 | |
vec = (mpos - center).normalize() | |
degrees = math.degrees(math.atan2(vec.y, vec.x)) | |
angle = (360 + degrees) % 360 | |
pygame.draw.line(layer, (0,200,0), center, center + vec * 10, 1) | |
pygame.draw.circle(layer, (0,200,0), center, 2) | |
if mpos != self.mpos: | |
print(angle) | |
self.mpos = mpos | |
self.screen.blit(layer, Vector2()) | |
pygame.transform.scale(self.screen, self.window_size, self.window) | |
pygame.display.flip() | |
class Bullet: | |
def __init__(self, pos, vel): | |
self.pos = Vector2(pos) | |
self.vel = Vector2(vel) | |
surf = pygame.Surface(Vector2(8, 4)) | |
pygame.draw.rect(surf, (200, 200, 0), (0,0,8,4)) | |
pygame.draw.rect(surf, (200, 0, 0), (4,0,4,4)) | |
self._surf = surf | |
@property | |
def surf(self): | |
if not self.vel: | |
return self._surf | |
vel = self.vel.normalize() | |
degrees = math.degrees(math.atan2(vel.y, vel.x)) | |
angle = (360 + degrees) % 360 | |
return pygame.transform.rotate(self._surf, -angle) | |
Game().run() |
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