#Imports
import random
import pygame
from pygame.locals import (K_LEFT, K_RIGHT)
# Pygame initialization
pygame.init()
# Class for creating test object
class Object(pygame.sprite.Sprite):
# Init
def __init__(self):
super(Object, self).__init__()
self.og_surf = pygame.transform.smoothscale(pygame.image.load("new_bullet.png").convert(), (100, 100))
self.surf = self.og_surf
self.rect = self.surf.get_rect(center=(400, 400))
self.angle = 0
self.change_angle = 0
# THE MAIN ROTATE FUNCTION
def rot(self):
self.surf = pygame.transform.rotate(self.og_surf, self.angle)
self.angle += self.change_angle
self.angle = self.angle % 360
self.rect = self.surf.get_rect(center=self.rect.center)
# Move for keypresses
def move(self, li):
self.change_angle = 0
if li[K_LEFT]:
self.change_angle = 10
elif li[K_RIGHT]:
self.change_angle = -10
obj.rot()
# Assigning required vars
run = True
screen = pygame.display.set_mode((800, 800))
obj = Object()
obj.angle = random.randint(50, 100)
obj.rect.x = 300
obj.rect.y = 299
all_sprites = pygame.sprite.Group()
all_sprites.add(obj)
# Main run loop
while run:
# Screen fill
screen.fill((50, 50, 50))
# Getting presses for move
presses = pygame.key.get_pressed()
# Closing the game
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
run = False
# Rendering and rotating
for x in all_sprites:
x.move(presses)
screen.blit(x.surf, x.rect)
# Flipping and setting framerate
pygame.display.flip()
pygame.time.Clock().tick(10)
# Quit
pygame.quit()
That's the entire code of what I found from my testing, but the only part required to properly grasp it is this one -
# Class for creating test object
class Object(pygame.sprite.Sprite):
# Init
def __init__(self):
super(Object, self).__init__()
self.og_surf = pygame.transform.smoothscale(pygame.image.load("new_bullet.png").convert(), (100, 100))
self.surf = self.og_surf
self.rect = self.surf.get_rect(center=(400, 400))
self.angle = 0
self.change_angle = 0
# THE MAIN ROTATE FUNCTION
def rot(self):
self.surf = pygame.transform.rotate(self.og_surf, self.angle)
self.angle += self.change_angle
self.angle = self.angle % 360
self.rect = self.surf.get_rect(center=self.rect.center)
# Move for keypresses
def move(self, li):
self.change_angle = 0
if li[K_LEFT]:
self.change_angle = 10
elif li[K_RIGHT]:
self.change_angle = -10
obj.rot()
With the rot() and move() functions you can rotate the image with your keys, without distorting it, moving away from the center, or running out of memory.