""" move8Dir.py modify rotated sprite to handle moving in 8 directions""" import pygame pygame.init() class Ship(pygame.sprite.Sprite): def __init__(self, screen): pygame.sprite.Sprite.__init__(self) self.screen = screen self.imageMaster = pygame.image.load("ship.bmp") self.imageMaster = self.imageMaster.convert() self.imageMaster = pygame.transform.scale(self.imageMaster, (30, 30)) self.image = self.imageMaster self.rect = self.image.get_rect() self.rect.center = (320, 240) self.x = self.rect.centerx self.y = self.rect.centery self.dir = 0 self.speed = 0 self.dx = 0 self.dy = 0 def update(self): oldCenter = self.rect.center self.image = pygame.transform.rotate(self.imageMaster, self.dir) self.rect = self.image.get_rect() self.rect.center = oldCenter self.calcVector() self.x += self.dx self.y += self.dy self.checkBounds() self.rect.centerx = self.x self.rect.centery = self.y def calcVector(self): if self.dir == 0: self.dx = 1 self.dy = 0 elif self.dir == 45: self.dx = .7 self.dy = -.7 elif self.dir == 90: self.dx = 0 self.dy = -1 elif self.dir == 135: self.dx = -.7 self.dy = -.7 elif self.dir == 180: self.dx = -1 self.dy = 0 elif self.dir == 225: self.dx = -.7 self.dy = .7 elif self.dir == 270: self.dx = 0 self.dy = 1 elif self.dir == 315: self.dx = .7 self.dy = .7 else: print "something went wrong here" self.dx *= self.speed self.dy *= self.speed def turnLeft(self): self.dir += 45 if self.dir == 360: self.dir = 0 def turnRight(self): self.dir -= 45 if self.dir < 0: self.dir = 315 def speedUp(self): self.speed += 1 if self.speed > 8: self.speed = 8 def slowDown(self): self.speed -= 1 if self.speed < -3: self.speed = -3 def checkBounds(self): screen = self.screen if self.y > screen.get_height(): self.y = 0 if self.y < 0: self.y = screen.get_height() if self.x > screen.get_width(): self.x = 0 if self.x < 0: self.x = screen.get_width() def main(): screen = pygame.display.set_mode((640, 480)) pygame.display.set_caption("Rotate a sprite") background = pygame.Surface(screen.get_size()) background.fill((0, 0, 0)) ship = Ship(screen) allSprites = pygame.sprite.Group(ship) clock = pygame.time.Clock() keepGoing = True while keepGoing: clock.tick(30) for event in pygame.event.get(): if event.type == pygame.QUIT: keepGoing = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: ship.turnLeft() elif event.key == pygame.K_RIGHT: ship.turnRight() elif event.key == pygame.K_UP: ship.speedUp() elif event.key == pygame.K_DOWN: ship.slowDown() allSprites.clear(screen, background) allSprites.update() allSprites.draw(screen) pygame.display.flip() if __name__ == "__main__": main()