First the position of the pivot on the Surface
has to be defined:
image = pygame.image.load("boomerang64.png") # 64x64 surface
pivot = (48, 21) # position of the pivot on the image
When an image is rotated, then its size increase. We have to compare the axis aligned bounding box of the image before the rotation and after the rotation.
For the following math pygame.math.Vector2
is used. Note in screen coordinates the y points down the screen, but the mathematical y axis points form the bottom to the top. This causes that the y axis has to be "flipped" during calculations. Notice that pygame.math.Vector2.rotate
rotates in the opposite direction than pygame.transform.rotate
. Therefore the angle has to be inverted.
Set up a list with the 4 corner points of the bounding box and rotate the vectors to the corner points by pygame.math.Vector2.rotate
. Finally find the minimum of the rotated box. Since the y axis in pygame points downwards, this has to be compensated by finding the maximum of the rotated inverted height ("max(rotate(-h))"):
Compute the vector from the center of the image to the pivot:
image_rect = image.get_rect(topleft = (pos[0] - originPos[0], pos[1]-originPos[1]))
offset_center_to_pivot = pygame.math.Vector2(pos) - image_rect.center
Rotate the offset vector:
rotated_offset = offset_center_to_pivot.rotate(-angle)
Calculate the center of the rotated image:
rotated_image_center = (pos[0] - rotated_offset.x, pos[1] - rotated_offset.y)
Rotate and blit the image:
rotated_image = pygame.transform.rotate(image, angle)
rotated_image_rect = rotated_image.get_rect(center = rotated_image_center)
screen.blit(rotated_image, rotated_image_rect)
In the following example program, the function blitRotate(surf, image, pos, originPos, angle)
does all the above steps and blit
a rotated image to the Surface which is associated to the display:
surf
is the target Surface
image
is the Surface which has to be rotated and blit
pos
is the position of the pivot on the target Surface surf
(relative to the top left of surf
)
originPos
is position of the pivot on the image
Surface (relative to the top left of image
)
angle
is the angle of rotation in degrees
import math
import pygame
def blitRotate(surf, image, pos, originPos, angle):
image_rect = image.get_rect(topleft = (pos[0] - originPos[0], pos[1]-originPos[1]))
offset_center_to_pivot = pygame.math.Vector2(pos) - image_rect.center
rotated_offset = offset_center_to_pivot.rotate(-angle)
rotated_image_center = (pos[0] - rotated_offset.x, pos[1] - rotated_offset.y)
rotated_image = pygame.transform.rotate(image, angle)
rotated_image_rect = rotated_image.get_rect(center = rotated_image_center)
surf.blit(rotated_image, rotated_image_rect)
pygame.init()
size = (400,400)
screen = pygame.display.set_mode(size)
clock = pygame.time.Clock()
image = pygame.image.load('Boomerang64.png')
pivot = (48, 21)
angle, frame = 0, 0
done = False
while not done:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
screen.fill(0)
pos = (200 + math.cos(frame * 0.05)*100, 200 + math.sin(frame * 0.05)*50)
blitRotate(screen, image, pos, pivot, angle)
pygame.draw.line(screen, (0, 255, 0), (pos[0]-20, pos[1]), (pos[0]+20, pos[1]), 3)
pygame.draw.line(screen, (0, 255, 0), (pos[0], pos[1]-20), (pos[0], pos[1]+20), 3)
pygame.draw.circle(screen, (0, 255, 0), pos, 7, 0)
pygame.display.flip()
frame += 1
angle += 10
pygame.quit()
exit()
The same algorithm can be used for a Sprite, too.
In that case the position (self.pos
), pivot (self.pivot
) and angle (self.angle
) are instance attributes of the class.
In the update
method the self.rect
and self.image
attributes are computed.
Minimal example: repl.it/@Rabbid76/PyGame-RotateSpriteAroundOffCenterPivot
import math
import pygame
class SpriteRotate(pygame.sprite.Sprite):
def __init__(self, imageName, origin, pivot):
super().__init__()
self.image = pygame.image.load(imageName)
self.original_image = self.image
self.rect = self.image.get_rect(topleft = (origin[0]-pivot[0], origin[1]-pivot[1]))
self.origin = origin
self.pivot = pivot
self.angle = 0
def update(self):
# offset from pivot to center
image_rect = self.original_image.get_rect(topleft = (self.origin[0] - self.pivot[0], self.origin[1]-self.pivot[1]))
offset_center_to_pivot = pygame.math.Vector2(self.origin) - image_rect.center
# roatated offset from pivot to center
rotated_offset = offset_center_to_pivot.rotate(-self.angle)
# roatetd image center
rotated_image_center = (self.pos[0] - rotated_offset.x, self.pos[1] - rotated_offset.y)
# get a rotated image
self.image = pygame.transform.rotate(self.original_image, self.angle)
self.rect = self.image.get_rect(center = rotated_image_center)
self.angle += 10
pygame.init()
size = (400,400)
screen = pygame.display.set_mode(size)
clock = pygame.time.Clock()
boomerang = SpriteRotate('Boomerang64.png', (200, 200), (48, 21))
all_sprites = pygame.sprite.Group(boomerang)
frame = 0
done = False
while not done:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
pos = (200 + math.cos(frame * 0.05)*100, 200 + math.sin(frame * 0.05)*50)
boomerang.pos = pos
all_sprites.update()
screen.fill(0)
all_sprites.draw(screen)
#pygame.draw.line(screen, (0, 255, 0), (pos[0]-20, pos[1]), (pos[0]+20, pos[1]), 3)
#pygame.draw.line(screen, (0, 255, 0), (pos[0], pos[1]-20), (pos[0], pos[1]+20), 3)
#pygame.draw.circle(screen, (0, 255, 0), pos, 7, 0)
pygame.display.flip()
frame += 1
pygame.quit()
exit()
How do I rotate an image around its center using Pygame?
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