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import pygame
#import os
#import random
class AnimatedSprite(pygame.sprite.Sprite):
"""
AnimatedSprite is a custom Sprite class for animated objects
images: list with sprite images
frames: list with image# for every frame
next_frames: list with next frame from current one
dxs: list with dx for current frame
dys: list with dy for current frame
xini: initial x position
yini: initial y position
fps: fps
"""
def __init__(self, images, frames, next_frames,
dxs, dys, xini, yini, fps = 10):
pygame.sprite.Sprite.__init__(self)
self._images = images
self._start = pygame.time.get_ticks()
self._delay = 1000 / fps
self._last_update = 0
self._frame = 0
self._frames = frames
self._next_frames = next_frames
self._dxs = dxs
self._dys = dys
self.x = xini
self.y = yini
self.move = 0
self.image = self._images[self._frames[self._frame]]
(self.width, self.height) = self.image.get_size() # assuming same size 4 all
# self.update(pygame.time.get_ticks())
def update(self, t, grid):
# if t - self._last_update > self._delay:
# print("Can't reach fps.")
self.do_move(grid)
self.image = self._images[self._frames[self._frame]]
self._last_update = t
def render(self, screen):
screen.blit(self.image, (self.x, self.y))
def do_move(self, grid):
# by default, update according to sequence, override for more complex stuff
self.x += self._dxs[self._frame]
self.y += self._dys[self._frame]
self._frame = self._next_frames[self._frame]
def update_frame(self, fr):
self._frame = fr
def update_move(self,move):
self.move = move
def upper_left_tile(self):
return ( self.x/50, self.y/50 )
def draw_rect(self, screen):
pygame.draw.rect(screen,(0,0,0),self.collision_rect(),1)
def collision_rect(self):
# by default use the same as image, override for more accurate collisions
return self.rect()
def rect(self):
return (self.x, self.y, self.width, self.height)
if __name__ == "__main__":
print("You can't run this file.")
print("You have to import AnimatedSprite from another Python file.")
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