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-rwxr-xr-xdevtools/CompleteTestKit/Animation Styles/AnimTestMod.py361
-rwxr-xr-xdevtools/CompleteTestKit/Animation Styles/AnimatedSprite.py169
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-rwxr-xr-xdevtools/CompleteTestKit/Animation Styles/AnimationPerLine/bmp16/text.txt2
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-rwxr-xr-xdevtools/CompleteTestKit/Animation Styles/AnimationPerLine/bmp24/text.txt2
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-rwxr-xr-xdevtools/CompleteTestKit/Animation Styles/AnimationPerLine/gif/text.txt2
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-rwxr-xr-xdevtools/CompleteTestKit/Animation Styles/AnimationPerLine/gift/text.txt2
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-rwxr-xr-xdevtools/CompleteTestKit/Animation Styles/AnimationPerLine/png/text.txt2
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-rwxr-xr-xdevtools/CompleteTestKit/Animation Styles/IndividualFrames/bmp24/a1/1.bmpbin4856 -> 0 bytes
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diff --git a/devtools/CompleteTestKit/Animation Styles/AnimTestMod.py b/devtools/CompleteTestKit/Animation Styles/AnimTestMod.py
deleted file mode 100755
index 2626357..0000000
--- a/devtools/CompleteTestKit/Animation Styles/AnimTestMod.py
+++ /dev/null
@@ -1,361 +0,0 @@
-from AnimatedSprite import Spritesheet, AnimatedSprite
-import sys, pygame, time
-pygame.init()
-
-print "Full Test - Authors Dave Silverman and Scott Mengel"
-print "Set size to 600 x 400 px"
-print "Running..."
-
-#--------------------------------------------------------------
-#CONSTANTS AND VARIABLES
-
-make=input("How many instances of each animation would you like to load? ")
-img={}
-ft="" #filetype
-r=0 #frame refreshes
-i=1 #cycles images
-size = width, height = 600,400 #screen sizes
-t=0 #trial number
-
-#These are arrays of file types and paths to the corresponding folders so that later I can just iterate through this array and grab
-#the path my images are in and the file type of the images in that folder. We have one array for each type of sprite sheet that we are testing.
-AnimPerLineArr=[ ["bmp","AnimationPerLine/bmp16/"] , ["bmp","AnimationPerLine/bmp24/"] , ["gif","AnimationPerLine/gif/"] , ["gif","AnimationPerLine/gift/"] , ["png","AnimationPerLine/png/"] , ["png","AnimationPerLine/pngt/"] ]
-OneSheetArr=[ ["bmp","OneSheetPerAnimation/bmp16/"] , ["bmp","OneSheetPerAnimation/bmp24/"] , ["gif","OneSheetPerAnimation/gif/"] , ["gif","OneSheetPerAnimation/gift/"] , ["png","OneSheetPerAnimation/png/"] , ["png","OneSheetPerAnimation/pngt/"] ]
-IndivFrameArr=[ ["bmp","IndividualFrames/bmp16/"] , ["bmp","IndividualFrames/bmp24/"] , ["gif","IndividualFrames/gif/"] , ["gif","IndividualFrames/gift/"] , ["png","IndividualFrames/png/"] , ["png","IndividualFrames/pngt/"] ]
-
-screen = pygame.display.set_mode(size) #Screen Set 600x400
-backgroundR = 152
-backgroundG = 0
-backgroundB = 152
-screen.fill((backgroundR, backgroundG, backgroundB))#setting the background color to purple.
-#-----------------------------------------------------------------
-#Reading Individual Frames
-
-def readIndivFrames(fileType, path):
-# This definition is used to read in the images that each only have one frame of animation on them and to display their animations
-
- #This list holds the frames for the first animation
- images1 = [
- [pygame.image.load("%sa1/1.%s"%(path,fileType))],
- [pygame.image.load("%sa1/2.%s"%(path,fileType))],
- [pygame.image.load("%sa1/3.%s"%(path,fileType))],
- [pygame.image.load("%sa1/4.%s"%(path,fileType))],
- [pygame.image.load("%sa1/5.%s"%(path,fileType))],
- [pygame.image.load("%sa1/6.%s"%(path,fileType))],
- [pygame.image.load("%sa1/7.%s"%(path,fileType))],
- [pygame.image.load("%sa1/8.%s"%(path,fileType))],
- [pygame.image.load("%sa1/9.%s"%(path,fileType))]
- ]
-
- #This list holds the frames for the second animation.
- images2 = [
- [pygame.image.load("%sa2/1.%s"%(path,fileType))],
- [pygame.image.load("%sa2/2.%s"%(path,fileType))],
- [pygame.image.load("%sa2/3.%s"%(path,fileType))],
- [pygame.image.load("%sa2/4.%s"%(path,fileType))],
- [pygame.image.load("%sa2/5.%s"%(path,fileType))],
- [pygame.image.load("%sa2/6.%s"%(path,fileType))],
- [pygame.image.load("%sa2/7.%s"%(path,fileType))],
- [pygame.image.load("%sa2/8.%s"%(path,fileType))],
- [pygame.image.load("%sa2/9.%s"%(path,fileType))]
- ]
-
- #instances is an array of all the instances of each of the two animations.
- instances = []
-
- #cnt represents how many times both animations need to be made
- cnt = make
- while cnt > 0:
- #animatedSprites is a list that hads two valuse in it. One for the first animation and one for the second animation.
- animatedSprites = []
- #Each position in animatedSprites contains a list that has an actual animatedSprite object, and a list that contains all of that animatedSprite
- #object's position and speed values
- animatedSprites.append([AnimatedSprite(images1,'',10),[(40*cnt),0,2,2]])
-
- animatedSprites.append([AnimatedSprite(images2,'',10),[(40*cnt),40,2,2]])
-
- #Adds the animatedSprites list to the instances list.
- instances.append(animatedSprites)
-
- #Increments the cnt object
- cnt = cnt - 1
-
- #trials represents the number of trials that is perfor,ed for each test.
- trials = 0
- while trials < 5:
-
- #This loop is used to go through to the deepest level of this list and modify the positions of each set of animations so that they
- #are not all directly on top of each other.
- groups = len(instances) - 1
- while groups >= 0:
- instances[groups][0][1][0] = 40 * groups
- instances[groups][0][1][1] = 0
- instances[groups][1][1][0] = 40 * groups
- instances[groups][1][1][1] = 40
- groups = groups - 1
-
- #changes is a variable that is used to track how many frames have rendered.
- changes = 0
- #start represents the time the test starts
- start = time.time()
- #This is the loop that goes through until 500 frames have passed
- while changes < 500:
- #This loop goes through the first level of the instances list so that every group of animations is updated
- groups = len(instances) - 1
- while groups >= 0:
- instances[groups][0][0].nextFrame()
- instances[groups][1][0].nextFrame()
-
- #These two ifs are used to check if the first animation is off screen and adjust its velocity if it is so that it will come back
- if instances[groups][0][1][0] < 0 or instances[groups][0][1][0] > width - 40:
- instances[groups][0][1][2] = instances[groups][0][1][2] * -1
-
- if instances[groups][0][1][1] < 0 or instances[groups][0][1][1] > height - 40:
- instances[groups][0][1][3] = instances[groups][0][1][3] * -1
-
- #These two ifs are used to check if the second animation is off screen and adjust its velocity if it is so that it will come back
- if instances[groups][1][1][0] < 0 or instances[groups][1][1][0] > width - 40:
- instances[groups][1][1][2] = instances[groups][1][1][2] * -1
-
- if instances[groups][1][1][1] < 0 or instances[groups][1][1][1] > height - 40:
- instances[groups][1][1][3] = instances[groups][1][1][3] * -1
-
-
- #These two statements update the position of the first animation based on its velocity
- instances[groups][0][1][0] += instances[groups][0][1][2]
- instances[groups][0][1][1] += instances[groups][0][1][3]
-
- #These two statements update the position of the second animation based on its velocity
- instances[groups][1][1][0] += instances[groups][1][1][2]
- instances[groups][1][1][1] += instances[groups][1][1][3]
-
- #blits the new position of both animations
- screen.blit(instances[groups][0][0].image[0], (instances[groups][0][0].image[0].get_rect().move(instances[groups][0][1][0], instances[groups][0][1][1])))
- screen.blit(instances[groups][1][0].image[0], (instances[groups][1][0].image[0].get_rect().move(instances[groups][1][1][0], instances[groups][1][1][1])))
-
- #iterates group object to next one to update
- groups = groups - 1
- #flips the display so that the new frames show up
- pygame.display.flip()
- #fills the screen with the background coor
- screen.fill((backgroundR,backgroundG,backgroundB))
- #iterates the changes object
- changes = changes + 1
- #iterates the trials object
- trials = trials + 1
- #prints what trial we are on and the frame rate.
- print(trials)
- print(1/((time.time() -start)/500))
-
-#-----------------------------------------------------------------
-
-def readPerLine(fileType, path):
-
- spriteSheet1 = Spritesheet(("%sButtons.%s"%(path,fileType)))
-
- instances= []
-
- cnt = make
- while cnt > 0:
- animatedSprites = []
- animatedSprites.append([AnimatedSprite(spriteSheet1.img_extract(9,2,40,40),("%stext.txt"%(path)),10),[(40*cnt),0,2,2]])
-
- animatedSprites.append([AnimatedSprite(spriteSheet1.img_extract(9,2,40,40),("%stext.txt"%(path)),10),[(40*cnt),40,2,2]])
-
- instances.append(animatedSprites)
-
- cnt = cnt - 1
-
- #trials represents the number of trials that is perfor,ed for each test.
- trials = 0
- while trials < 5:
-
- #This loop is used to go through to the deepest level of this list and modify the positions of each set of animations so that they
- #are not all directly on top of each other.
- groups = len(instances) - 1
- while groups >= 0:
- instances[groups][0][1][0] = 40 * groups
- instances[groups][0][1][1] = 0
- instances[groups][1][1][0] = 40 * groups
- instances[groups][1][1][1] = 40
- groups = groups - 1
-
- #changes is a variable that is used to track how many frames have rendered.
- changes = 0
- #start represents the time the test starts
- start = time.time()
- #This is the loop that goes through until 500 frames have passed
- while changes < 500:
- #This loop goes through the first level of the instances list so that every group of animations is updated
- groups = len(instances) - 1
- while groups >= 0:
- instances[groups][0][0].nextFrame()
- instances[groups][1][0].nextFrame()
-
- #These two ifs are used to check if the first animation is off screen and adjust its velocity if it is so that it will come back
- if instances[groups][0][1][0] < 0 or instances[groups][0][1][0] > width - 40:
- instances[groups][0][1][2] = instances[groups][0][1][2] * -1
-
- if instances[groups][0][1][1] < 0 or instances[groups][0][1][1] > height - 40:
- instances[groups][0][1][3] = instances[groups][0][1][3] * -1
-
- #These two ifs are used to check if the second animation is off screen and adjust its velocity if it is so that it will come back
- if instances[groups][1][1][0] < 0 or instances[groups][1][1][0] > width - 40:
- instances[groups][1][1][2] = instances[groups][1][1][2] * -1
-
- if instances[groups][1][1][1] < 0 or instances[groups][1][1][1] > height - 40:
- instances[groups][1][1][3] = instances[groups][1][1][3] * -1
-
-
- #These two statements update the position of the first animation based on its velocity
- instances[groups][0][1][0] += instances[groups][0][1][2]
- instances[groups][0][1][1] += instances[groups][0][1][3]
-
- #These two statements update the position of the second animation based on its velocity
- instances[groups][1][1][0] += instances[groups][1][1][2]
- instances[groups][1][1][1] += instances[groups][1][1][3]
-
- #blits the new position of both animations
- screen.blit(instances[groups][0][0].image, (instances[groups][0][0].image.get_rect().move(instances[groups][0][1][0], instances[groups][0][1][1])))
- screen.blit(instances[groups][1][0].image, (instances[groups][1][0].image.get_rect().move(instances[groups][1][1][0], instances[groups][1][1][1])))
-
- #iterates group object to next one to update
- groups = groups - 1
- #flips the display so that the new frames show up
- pygame.display.flip()
- #fills the screen with the background coor
- screen.fill((backgroundR,backgroundG,backgroundB))
- #iterates the changes object
- changes = changes + 1
- #iterates the trials object
- trials = trials + 1
- #prints what trial we are on and the frame rate.
- print(trials)
- print(1/((time.time() -start)/500))
-
-#-----------------------------------------------------------------
-def readIndivSheet(fileType, path):
-
- #creates instances of the spritesheet object witht he given sprite sheet images
- spriteSheet1 = Spritesheet(("%s1.%s"%(path,fileType)))
- spriteSheet2 = Spritesheet(("%s2.%s"%(path,fileType)))
-
- instances= []
-
- #Increments the cnt object
- cnt = make
- while cnt > 0:
- #animatedSprites is a list that hads two valuse in it. One for the first animation and one for the second animation.
- animatedSprites = []
-
- animatedSprites.append([AnimatedSprite(spriteSheet1.img_extract(9,1,40,40),("%stext.txt"%(path)),10),[(40*cnt),0,2,2]])
- animatedSprites[0][0].addImages(spriteSheet2.img_extract(9,1,40,40))
-
- animatedSprites.append([AnimatedSprite(spriteSheet1.img_extract(9,1,40,40),("%stext.txt"%(path)),10),[(40*cnt),40,2,2]])
- animatedSprites[1][0].addImages(spriteSheet2.img_extract(9,1,40,40))
-
- instances.append(animatedSprites)
-
- cnt = cnt - 1
-
- #trials represents the number of trials that is perfor,ed for each test.
- trials = 0
- while trials < 5:
-
- #This loop is used to go through to the deepest level of this list and modify the positions of each set of animations so that they
- #are not all directly on top of each other.
- groups = len(instances) - 1
- while groups >= 0:
- instances[groups][0][1][0] = 40 * groups
- instances[groups][0][1][1] = 0
- instances[groups][1][1][0] = 40 * groups
- instances[groups][1][1][1] = 40
- groups = groups - 1
-
- #changes is a variable that is used to track how many frames have rendered.
- changes = 0
- #start represents the time the test starts
- start = time.time()
- #This is the loop that goes through until 500 frames have passed
- while changes < 500:
- #This loop goes through the first level of the instances list so that every group of animations is updated
- groups = len(instances) - 1
- while groups >= 0:
- instances[groups][0][0].nextFrame()
- instances[groups][1][0].nextFrame()
-
- #These two ifs are used to check if the first animation is off screen and adjust its velocity if it is so that it will come back
- if instances[groups][0][1][0] < 0 or instances[groups][0][1][0] > width - 40:
- instances[groups][0][1][2] = instances[groups][0][1][2] * -1
-
- if instances[groups][0][1][1] < 0 or instances[groups][0][1][1] > height - 40:
- instances[groups][0][1][3] = instances[groups][0][1][3] * -1
-
- #These two ifs are used to check if the second animation is off screen and adjust its velocity if it is so that it will come back
- if instances[groups][1][1][0] < 0 or instances[groups][1][1][0] > width - 40:
- instances[groups][1][1][2] = instances[groups][1][1][2] * -1
-
- if instances[groups][1][1][1] < 0 or instances[groups][1][1][1] > height - 40:
- instances[groups][1][1][3] = instances[groups][1][1][3] * -1
-
-
- #These two statements update the position of the first animation based on its velocity
- instances[groups][0][1][0] += instances[groups][0][1][2]
- instances[groups][0][1][1] += instances[groups][0][1][3]
-
- #These two statements update the position of the second animation based on its velocity
- instances[groups][1][1][0] += instances[groups][1][1][2]
- instances[groups][1][1][1] += instances[groups][1][1][3]
-
- #blits the new position of both animations
- screen.blit(instances[groups][0][0].image, (instances[groups][0][0].image.get_rect().move(instances[groups][0][1][0], instances[groups][0][1][1])))
- screen.blit(instances[groups][1][0].image, (instances[groups][1][0].image.get_rect().move(instances[groups][1][1][0], instances[groups][1][1][1])))
-
- #iterates group object to next one to update
- groups = groups - 1
- #flips the display so that the new frames show up
- pygame.display.flip()
- #fills the screen with the background coor
- screen.fill((backgroundR,backgroundG,backgroundB))
- #iterates the changes object
- changes = changes + 1
- #iterates the trials object
- trials = trials + 1
- #prints what trial we are on and the frame rate.
- print(trials)
- print(1/((time.time() -start)/500))
-
-
-#-----------------------------------------------------------------
-iterator = 0
-print""
-print "Testing One Sheet Per Animation"
-print ""
-while iterator < len(AnimPerLineArr):
-
- print""
- print OneSheetArr[iterator][1]
- readIndivSheet(OneSheetArr[iterator][0],OneSheetArr[iterator][1])
- iterator += 1
-
-iterator = 0
-print""
-print "Testing One Animation Per Line"
-print ""
-while iterator < len(OneSheetArr):
-
- print ""
- print AnimPerLineArr[iterator][1]
- readPerLine(AnimPerLineArr[iterator][0],AnimPerLineArr[iterator][1])
- iterator += 1
-
-iterator = 0
-print ""
-print "Testing Individual Frames"
-print ""
-while iterator < len(IndivFrameArr):
-
- print ""
- print IndivFrameArr[iterator][1]
- readIndivFrames(IndivFrameArr[iterator][0],IndivFrameArr[iterator][1])
- iterator += 1
diff --git a/devtools/CompleteTestKit/Animation Styles/AnimatedSprite.py b/devtools/CompleteTestKit/Animation Styles/AnimatedSprite.py
deleted file mode 100755
index e4a3e3b..0000000
--- a/devtools/CompleteTestKit/Animation Styles/AnimatedSprite.py
+++ /dev/null
@@ -1,169 +0,0 @@
-import pygame
-
-class Spritesheet:
- """
- Class from http://www.scriptedfun.com/transcript-2-using-sprite-sheets-and-drawing-the-background/
-
- This class is used to seperate sprite sheets into the individual frames contained on them and put them into an array of images.
- """
-
- def __init__(self, filename):
- #This is the constructor. You pass in a file that contains your frames and it sets it to the sheet property.
-
- self.sheet = pygame.image.load(filename)#.convert()
-
- def imgat(self, rect):
- #This definition is called by imgsat and takes an individual frame and creates a seperate image out of it
-
- rect = pygame.Rect(rect)
- image = pygame.Surface(rect.size)#.convert()
- image.blit(self.sheet, (0, 0), rect)
- return image
-
- def imgsat(self, rects):
- #This definition is called by img_extract. It takes the array of frames and passes them into imgat so they can be turned into usable images.
- #It then takes the returned images and adds them to the final array of frames.
-
- imgs = []
- for rect in rects:
- imgs.append(self.imgat(rect))
- return imgs
-
- def img_extract( self, cols, rows, width, height ):
- #This definition begins the chain rection of calling all of the other definitions by sending the list of rectangles that are the images
- #into imgsat.
-
- rect_list = []
- for y in range(0, rows):
- for x in range(0, cols):
- rect_list.append( (width*x, height*y, width, height) )
- return self.imgsat( rect_list)
-
-
-class AnimatedSprite(pygame.sprite.Sprite):
- """
- http://shinylittlething.com/2009/07/21/pygame-and-animated-sprites/
-
- This class is meant to hold the array of images/frames for animation so they can be used to animate.
- """
-
- def __init__(self,images,textfileName,fps = 10):
- #This is the consrtuctor for the class. It takes in the array of imnages/frames, a text file that explains what frames belong
- #to each animation, and a frame rateat which the animations should run.
-
- 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.animations = {}
-
- #This tests to see if the text file is being used. In a situation where something only has one animation you have
- #no need for the text file and can pass in an empty string to signify this.
- if textfileName != '':
- f = open(textfileName, 'r')
- currentLine = f.readline()
- #This while loop goes through and as long as you have not reached an empty line it continues to read the formatted lines
- while currentLine != '':
- #The lines of text are formatted to contain the name, start frame, and end frame, of each animation
- animValues = currentLine.split(",")
- #animations is a dictionary that uses the name of each animation as the reference and then has a two item list at each
- #position containing the start and end frame of the corresponding animation
- self.animations[animValues[0]] = [int(animValues[1]), int(animValues[2])]
- currentLine = f.readline()#Moving on to the next line.
-
- def addImages(self, images):
- #This definition simply allows you to add more images to your array of images.
-
- self._images.extend(images)
-
- def update(self, t):
- # This method updates the animation in a situation where there is only one animation contained within the object.
-
- #calculates the amount of time that has passed since the last update
- timePassed = t - self._last_update
- #checks if enough time has passed that it would need to update the frame of the animation
- if timePassed > self._delay:
- #since enough time has passed, it will determine how many times the frame was supposed to change since the last update
- frameChanges = int(timePassed/self._delay)
- #goes to the frame that it should be at right now and skips any frames that would have already been over and done with
- self._frame += frameChanges
- #checks if the current frame is past the final frame and continues to check over and over until it is not
- while self._frame >= len(self._images):
- #since we are past the final frame it is now figuring out how many frames past the final frame we have actually gone
- framesPast = self._frame - len(self._images)
- #sets the current frame to the frame it should be at
- self._frame = framesPast - 1
- #sets the current image to the image associated with the current frame
- self.image = self._images[self._frame]
- #sets the last update value to the current time so that at the next update the time change is accurate
- self._last_update = t
-
- def updateAnimation(self, t, animName):
- # This method updates the animation based on the start and end frame of the specific animation you are on.
- #This means that if your object contains multiple animations, you can use this method to reference the exact
- #animation that you are using.
-
- #calculates the amount of time that has passed since the last update
- timePassed = t - self._last_update
- #checks if enough time has passed that it would need to update the frame of the animation
- if timePassed > self._delay:
- #Checks to make sure that the current frame is actually set to a position within the animation
- if self._frame < self.animations.get(animName)[0] or self._frame > self.animations.get(animName)[1]:
- #corrects the position of the current frame
- self._frame = self.animations.get(animName)[0]
- #since enough time has passed, it will determine how many times the frame was supposed to change since the last update
- frameChanges = int(timePassed/self._delay)
- #goes to the frame that it should be at right now and skips any frames that would have already been over and done with
- self._frame += frameChanges
- #checks if the current frame is past the final frame of the current animation and continues to check over and over
- #until it is not
- while self._frame >= self.animations.get(animName)[1]:
- #Determines how many frames past the final frame of the animation it is
- framesPast = self._frame - self.animations.get(animName)[1]
- #Sets the current frame to the frame it should be at
- self._frame = framesPast - 1 + self.animations.get(animName)[0]
- #sets the current image to the image associated with the current frame
- self.image = self._images[self._frame]
- #sets the last update value to the current time so that at the next update the time change is accurate
- self._last_update = t
-
- def nextFrame(self):
- # This definition is designed to simply move to the next frame.
- # All of the other definitions only move to the next frame if
- # enough time has passed based on the framerate. With this
- # definition I can go right to the next frame allowing me to
- # see how fast a framerate I can get to and not be limited by
- # what I define.
-
- #Iterates to the next frame in the animation
- self._frame += 1
- #Checks to make sure it has not gone past the final frame of the animation
- if self._frame >= len(self._images):
- #Since it has gone pastr the final frame it figures out how far past it has gone and corrects it.
- framesPast = self._frame - len(self._images)
- self._frame = framesPast
- #Finally sets the image to the current frame
- self.image = self._images[self._frame]
-
- def nextAnimFrame(self, animName):
- # This definition is designed to simply move to the next frame of the specified animation.
-
- #Checks to make sure that it is actually in the range of the animation's frames
- if self._frame < self.animations[animName][0] or self.frame > self.animations[animName][1]:
- self._frame = self.animations[animName][0]
-
- #Iterates to the next frame in the animation
- self._frame += 1
- #Checks to make sure it has not gone past the final frame of the animation
- if self._frame > self.animations[animName][1]:
- #Since it has gone pastr the final frame it figures out how far past it has gone and corrects it.
- framesPast = self._frame - self.animations[animName][1]
- self._frame = framesPast - 1 + self.animations[animName][0]
- #Finally sets the image to the current frame
- self.image = self._images[self._frame]
-
diff --git a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/bmp16/Buttons.bmp b/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/bmp16/Buttons.bmp
deleted file mode 100755
index 7edcb3c..0000000
--- a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/bmp16/Buttons.bmp
+++ /dev/null
Binary files differ
diff --git a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/bmp16/text.txt b/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/bmp16/text.txt
deleted file mode 100755
index dc66dbe..0000000
--- a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/bmp16/text.txt
+++ /dev/null
@@ -1,2 +0,0 @@
-anim1,0,8
-anim2,9,17 \ No newline at end of file
diff --git a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/bmp24/Buttons.bmp b/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/bmp24/Buttons.bmp
deleted file mode 100755
index a96ed6b..0000000
--- a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/bmp24/Buttons.bmp
+++ /dev/null
Binary files differ
diff --git a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/bmp24/text.txt b/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/bmp24/text.txt
deleted file mode 100755
index dc66dbe..0000000
--- a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/bmp24/text.txt
+++ /dev/null
@@ -1,2 +0,0 @@
-anim1,0,8
-anim2,9,17 \ No newline at end of file
diff --git a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/gif/Buttons.gif b/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/gif/Buttons.gif
deleted file mode 100755
index 8725ade..0000000
--- a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/gif/Buttons.gif
+++ /dev/null
Binary files differ
diff --git a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/gif/text.txt b/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/gif/text.txt
deleted file mode 100755
index dc66dbe..0000000
--- a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/gif/text.txt
+++ /dev/null
@@ -1,2 +0,0 @@
-anim1,0,8
-anim2,9,17 \ No newline at end of file
diff --git a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/gift/Buttons.gif b/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/gift/Buttons.gif
deleted file mode 100755
index 4be81f6..0000000
--- a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/gift/Buttons.gif
+++ /dev/null
Binary files differ
diff --git a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/gift/text.txt b/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/gift/text.txt
deleted file mode 100755
index dc66dbe..0000000
--- a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/gift/text.txt
+++ /dev/null
@@ -1,2 +0,0 @@
-anim1,0,8
-anim2,9,17 \ No newline at end of file
diff --git a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/png/Buttons.png b/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/png/Buttons.png
deleted file mode 100755
index 83bff0c..0000000
--- a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/png/Buttons.png
+++ /dev/null
Binary files differ
diff --git a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/png/text.txt b/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/png/text.txt
deleted file mode 100755
index dc66dbe..0000000
--- a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/png/text.txt
+++ /dev/null
@@ -1,2 +0,0 @@
-anim1,0,8
-anim2,9,17 \ No newline at end of file
diff --git a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/pngt/Buttons.png b/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/pngt/Buttons.png
deleted file mode 100755
index cb6766f..0000000
--- a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/pngt/Buttons.png
+++ /dev/null
Binary files differ
diff --git a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/pngt/text.txt b/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/pngt/text.txt
deleted file mode 100755
index dc66dbe..0000000
--- a/devtools/CompleteTestKit/Animation Styles/AnimationPerLine/pngt/text.txt
+++ /dev/null
@@ -1,2 +0,0 @@
-anim1,0,8
-anim2,9,17 \ No newline at end of file
diff --git a/devtools/CompleteTestKit/Animation Styles/Buttons.psd b/devtools/CompleteTestKit/Animation Styles/Buttons.psd
deleted file mode 100755
index a1571e2..0000000
--- a/devtools/CompleteTestKit/Animation Styles/Buttons.psd
+++ /dev/null
Binary files differ
diff --git a/devtools/CompleteTestKit/Animation Styles/IndividualFrames/bmp16/a1/1.bmp b/devtools/CompleteTestKit/Animation Styles/IndividualFrames/bmp16/a1/1.bmp
index 57630e3..57630e3 100755..100644
--- a/devtools/CompleteTestKit/Animation Styles/IndividualFrames/bmp16/a1/1.bmp
+++ b/devtools/CompleteTestKit/Animation Styles/IndividualFrames/bmp16/a1/1.bmp
Binary files differ
diff --git a/devtools/CompleteTestKit/Animation Styles/IndividualFrames/bmp16/a1/2.bmp b/devtools/CompleteTestKit/Animation Styles/IndividualFrames/bmp16/a1/2.bmp
index 90af77a..90af77a 100755..100644
--- a/devtools/CompleteTestKit/Animation Styles/IndividualFrames/bmp16/a1/2.bmp
+++ b/devtools/CompleteTestKit/Animation Styles/IndividualFrames/bmp16/a1/2.bmp
Binary files differ
diff --git a/devtools/CompleteTestKit/Animation Styles/IndividualFrames/bmp16/a1/3.bmp b/devtools/CompleteTestKit/Animation Styles/IndividualFrames/bmp16/a1/3.bmp
index 1751a4a..1751a4a 100755..100644
--- a/devtools/CompleteTestKit/Animation Styles/IndividualFrames/bmp16/a1/3.bmp
+++ b/devtools/CompleteTestKit/Animation Styles/IndividualFrames/bmp16/a1/3.bmp
Binary files differ
diff --git a/devtools/CompleteTestKit/Animation Styles/IndividualFrames/bmp16/a1/4.bmp b/devtools/CompleteTestKit/Animation Styles/IndividualFrames/bmp16/a1/4.bmp
index 1f292d1..1f292d1 100755..100644
--- a/devtools/CompleteTestKit/Animation Styles/IndividualFrames/bmp16/a1/4.bmp
+++ b/devtools/CompleteTestKit/Animation Styles/IndividualFrames/bmp16/a1/4.bmp
Binary files differ
diff --git a/devtools/CompleteTestKit/Animation Styles/IndividualFrames/bmp16/a1/5.bmp b/devtools/CompleteTestKit/Animation Styles/IndividualFrames/bmp16/a1/5.bmp
index fd8cc0e..fd8cc0e 100755..100644
--- a/devtools/CompleteTestKit/Animation Styles/IndividualFrames/bmp16/a1/5.bmp
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