“Any fool can write code that a computer can understand. Good programmers write code that humans can understand.” Martin Fowler (1999)
Related Stack Overflow questions:
How to rotate an image(player) to the mouse direction?
How do I make my player rotate towards mouse position?
Still Having Problems With Rotating Cannon’s Properly Towards The Player PyGame
How do I make image rotate with mouse python
📁 Minimal example - Rotate surface towards mouse
You have to compute the angle of the vector from the player to the mouse. get the mouse position by pygame.mouse.get_pos()
and the rectangle (pygame.Rect
) around the player:
mx, my = pygame.mouse.get_pos()
player_rect = Player_1.get_rect(topleft=(P_X,P_Y))
Calculate the vector from the player to the mouse and compute the angle of vector by math.atan2
. The y-axis needs to be reversed (-dy
) as the y-axis is generally pointing up, but in the PyGame coordinate system the y-axis is pointing down.
dx, dy = mx - player_rect.centerx, player_rect.centery - my
angle = math.degrees(math.atan2(-dy, dx)) - correction_angle
In addition, a correction angle must be deducted (- correction_angle
). The correction angle depends on the Sprite. If the Sprite
is looking to the right, the correction angle is 0: correction_angle = 0
is looking up, the correction angle is 90: correction_angle = 90
is looking to the left, the correction angle is 180: correction_angle = 180
is looking down, the correction angle is 90: correction_angle = 270
Rotate the player with pygame.transform.rotate()
by the angle around its center:
(See also How do I rotate an image around its center using Pygame?)
rot_image = pygame.transform.rotate(Player_1, angle)
rot_image_rect = rot_image.get_rect(center=player_rect.center)
📁 Minimal example - Rotate surface towards mouse
In pygame 2 dimensional vector arithmetic is implemented in pygame.math.Vector2
.
Define a Vector2
object for the mouse position and the center of the triangle. Calculate the angle of vector form the center point to the mouse position (.angle_to()
):
vMouse = pygame.math.Vector2(mouse_pos)
vCenter = pygame.math.Vector2(center)
angle = pygame.math.Vector2().angle_to(vMouse - vCenter)
Define the 3 points of the triangle around the (0, 0) and rotate them by the angle (.rotate()
)
points = [(-0.5, -0.866), (-0.5, 0.866), (2.0, 0.0)]
rotated_point = [pygame.math.Vector2(p).rotate(angle) for p in points]
To calculate the final points, the points have to b scaled and translated by the center of the triangle:
triangle_points = [(vCenter + p*scale) for p in rotated_point]
A version of the algorithm, without the use of pygame.math.Vector2
, looks as follows:
def rotate_triangle(center, scale, mouse_pos):
dx = mouse_pos[0] - center[0]
dy = mouse_pos[1] - center[1]
len = math.sqrt(dx*dx + dy*dy)
len = math.hypot(dx, dy)
if len > 0:
dx, dy = (dx*scale/len, dy*scale/len) if len > 0 else (1, 0)
pts = [(-0.5, -0.866), (-0.5, 0.866), (2.0, 0.0)]
pts = [(center[0] + p[0]*dx + p[1]*dy, center[1] + p[0]*dy - p[1]*dx) for p in pts]
return pts
Note this version is probably faster. It needs a math.sqrt
(or math.hypot
) operation, in compare to math.atan2
which is probably used by .angle_to()
and math.sin
respectively math.cos
which is probably used by .rotate()
, of the former algorithm.
The result coordinates are the same.