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Can someone please show me an example of using
Vector2.as_polar()
to get the distance and azimuthal angle, and then plugging that information back into
Vector2.from_polar()
to get the cartesian coordinates?
Let's suppose we want the distance and azimuthal angle between
(0, 0)
and
(15, 10)
, and then plug that information into
Vector2.from_polar()
to generate
(15, 10)
again.
I would explain exactly what I am doing, but it might be easier for me and everyone else to just see a working example.
You can define a vector as a radius and an angle - the polar coordinates.
Let's use a point vector in the center of the screen as the
pole
of our polar coordinate system.
pole = Vector2(screen_rect.center)
To set the coordinates of a vector with the help of the from_polar
method, first define a vector and then pass a tuple which consists of the radius and angle:
vec = Vector2()
# This updates the cartesian coordinates of vec.
vec.from_polar((90, 60)) # 90 pixels long, rotated 60 degrees.
Then use pygame.draw.line
to draw it (add vec
to pole
to get the target coords):
pg.draw.line(screen, (200, 90, 20), pole, pole+vec, 3)
As a demonstration for as_polar
, calculate the vector to the mouse position and unpack the polar coordinates into the variables r
and phi
which we render later to see the current radius and angle of this vector.
r, phi = (mouse_pos-pole).as_polar()
Note that pygame's y-axis is flipped, therefore the negative angles point up and the positive angles down.
import sys
import pygame as pg
from pygame.math import Vector2
def main():
screen = pg.display.set_mode((640, 480))
screen_rect = screen.get_rect()
font = pg.font.Font(None, 30)
color = pg.Color(150, 250, 100)
clock = pg.time.Clock()
pole = Vector2(screen_rect.center)
# A zero vector.
vec = Vector2()
# To set the coordinates of `vec` we can pass the
# polar coordinates (radius, angle) to `from_polar`.
vec.from_polar((90, 60))
print(vec) # Now take a look at the updated cartesian coordinates.
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
mouse_pos = pg.mouse.get_pos()
# `as_polar` gives us the radius and angle of the vector that
# points to the mouse. Unpack it into the `r` and `phi` variables.
r, phi = (mouse_pos-pole).as_polar()
screen.fill((30, 30, 30))
# Draw the line to the mouse pos.
pg.draw.line(screen, color, pole, mouse_pos, 3)
# Add the vec to the pole to get the target coordinates.
pg.draw.line(screen, (200, 90, 20), pole, pole+vec, 3)
# Render the radius and angle.
txt = font.render('r: {:.1f}'.format(r), True, color)
screen.blit(txt, (30, 30))
txt = font.render('phi: {:.1f}'.format(phi), True, color)
screen.blit(txt, (30, 50))
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
pg.init()
main()
pg.quit()
sys.exit()
Here's another example with a sprite that follows the mouse (press "w" or "s" to accelerate). I pass the self.speed
as the radius and the angle that as_polar
returns as the argument to from_polar
to set the vel
ocity of the player sprite.
import sys
import pygame as pg
class Player(pg.sprite.Sprite):
def __init__(self, pos):
super().__init__()
self.image = pg.Surface((50, 30), pg.SRCALPHA)
color = pg.Color('dodgerblue1')
pg.draw.polygon(self.image, color, ((1, 1), (49, 15), (1, 29)))
self.orig_img = self.image
self.rect = self.image.get_rect(center=pos)
self.pos = pg.math.Vector2(pos)
self.vel = pg.math.Vector2(0, 0)
self.speed = 0
def update(self):
self.rotate()
self.pos += self.vel
self.rect.center = self.pos
def rotate(self):
_, angle = (pg.mouse.get_pos()-self.pos).as_polar()
self.vel.from_polar((self.speed, angle))
self.image = pg.transform.rotozoom(self.orig_img, -angle, 1)
self.rect = self.image.get_rect(center=self.rect.center)
def main():
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
all_sprites = pg.sprite.Group()
player = Player((300, 200))
all_sprites.add(player)
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
keys = pg.key.get_pressed()
if keys[pg.K_w]:
player.speed += .2
elif keys[pg.K_s]:
player.speed -= .2
all_sprites.update()
screen.fill((30, 30, 30))
all_sprites.draw(screen)
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
pg.init()
main()
pg.quit()
sys.exit()
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