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import pygame
import os
LEFT = 1
RIGHT = 2
UP = 3
DOWN =4
class AnimatedSprite(pygame.sprite.Sprite):
"""
AnimatedSprite is a custom Sprite class for animated objects
images: list with sprite images
sprites: 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, sprites, next_frames,
dxs, dys, xini, yini, fps = 10):
pygame.sprite.Sprite.__init__(self)
self._images = images
# Track the time we started, and the time between updates.
# Then we can figure out when we have to switch the image.
self._start = pygame.time.get_ticks()
self._delay = 1000 / fps
self._last_update = 0
self._frame = 0
self._sprites = sprites
self._next_frames = next_frames
self._dxs = dxs
self._dys = dys
self.x = xini
self.y = yini
self.image = self._images[self._sprites[self._frame]]
# Call update to set our first image.
self.update(pygame.time.get_ticks())
def update(self, t):
# Note that this doesn't work if it's been more that self._delay
# time between calls to update(); we only update the image once
# then, but it really should be updated twice.
# print t
# if t - self._last_update > self._delay:
# if self._frame >= 2: #len(self._images):
# self._frame = 0
self.image = self._images[self._sprites[self._frame]]
# self.x += self._dxs[self._frame]
# if move == RIGHT:
# self.x += 5
# elif move == LEFT:
# self.x -= 5
# self.y += self._dys[self._frame]
self._last_update = t
def render(self, screen):
# self.update(pygame.time.get_ticks())
screen.blit(self.image, (self.x, self.y))
def move(self, move):
if move == RIGHT:
self.x += 5
self._frame = self._next_frames[self._frame]
elif move == LEFT:
self.x -= 5
self._frame = self._next_frames[self._frame]
elif move == UP:
self.y -= 5
self._frame = self._next_frames[self._frame]
elif move == DOWN:
self.y += 5
self._frame = self._next_frames[self._frame]
def updateFrame(self, sprite):
self._frame = sprite
if __name__ == "__main__":
pygame.display.init()
screen = pygame.display.set_mode((800,600))
clock = pygame.time.Clock()
images = []
master_image = pygame.image.load(os.path.join('images', 'xoxi-ninios-sprite-01_800.png')).convert_alpha()
master_width, master_height = master_image.get_size()
w = int(master_width/4)
h = int(master_height/4)
for i in xrange(4):
images.append(master_image.subsurface((i*w,0,w,h)))
for i in xrange(4):
images.append(master_image.subsurface((i*w,h,w,h)))
for i in xrange(4):
images.append(master_image.subsurface((i*w,2*h,w,h)))
for i in xrange(4):
images.append(master_image.subsurface((i*w,3*h,w,h)))
sps = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
nf = [1, 2, 3, 0, 5, 6, 7, 4, 9, 10, 11, 8, 13, 14, 15, 12]
dxs = [5, 5, 5, 5, 5, -5, -5, -5, -5, -5]
dys = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0]
sp = AnimatedSprite(images, sps, nf, dxs, dys, 50, 400, 10)
playing = True
move = 0
while playing:
clock.tick(30)
for event in pygame.event.get():
if event.type == pygame.QUIT:
playing = False
elif event.type == pygame.MOUSEBUTTONDOWN:
pass
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
move = UP
sp.updateFrame(0)
if event.key == pygame.K_DOWN:
move = DOWN
sp.updateFrame(4)
if event.key == pygame.K_LEFT:
move = LEFT
sp.updateFrame(8)
if event.key == pygame.K_RIGHT:
move = RIGHT
sp.updateFrame(15)
elif event.type == pygame.KEYUP:
if event.key == pygame.K_UP:
move = 0
if event.key == pygame.K_DOWN:
move = 0
if event.key == pygame.K_LEFT:
move = 0
if event.key == pygame.K_RIGHT:
move = 0
sp.move(move)
screen.fill((100,100,100))
time_passed = clock.tick(30)
print move
sp.update(time_passed)
sp.render(screen)
pygame.display.flip()
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