def __init__(self): pygame.init() self.screen = pygame.display.set_mode((640, 480)) pygame.display.set_caption("AnimatedSprite preview") self.clock = pygame.time.Clock() self.sprite = AnimatedSprite(self.clock, 'data/sprites/player/player_debug.png') self.background = pygame.image.load('data/scenes/debug.png').convert()
def __init__(self): pygame.init() self.screen = pygame.display.set_mode((640, 480)) pygame.display.set_caption("AnimatedSprite preview") self.clock = pygame.time.Clock() self.sprite = AnimatedSprite(self.clock, "data/sprites/player/player_debug.png") self.background = pygame.image.load("data/scenes/debug.png").convert()
def __init__(self): pygame.init() self.screen = pygame.display.set_mode((640, 480)) pygame.display.set_caption("Gems Pygame RPG") self.clock = pygame.time.Clock() sprite = AnimatedSprite(self.clock, 'data/sprites/player/player.png') self.player = Player('test', sprite) self.scene = Scene('wedding') self.scene.add_player(self.player)
class Game: def __init__(self): pygame.init() self.screen = pygame.display.set_mode((640, 480)) pygame.display.set_caption("AnimatedSprite preview") self.clock = pygame.time.Clock() self.sprite = AnimatedSprite(self.clock, 'data/sprites/player/player_debug.png') self.background = pygame.image.load('data/scenes/debug.png').convert() def MainLoop(self): keepGoing = True direction = '' while keepGoing: self.clock.tick(30) #limit fps for event in pygame.event.get(): if event.type == pygame.QUIT: keepGoing = False # may want to look at pygame.key.set_repeat if event.type == pygame.KEYDOWN: keyName = pygame.key.name(event.key) self.sprite.speed = 10 if keyName == 'up': self.sprite.direction = self.sprite.set_animation('up') elif keyName == 'down': self.sprite.direction = self.sprite.set_animation( 'down') elif keyName == 'left': self.sprite.direction = self.sprite.set_animation( 'left') elif keyName == 'right': self.sprite.direction = self.sprite.set_animation( 'right') elif keyName == 'q': self.sprite.direction = self.sprite.set_animation( 'spin') elif event.type == pygame.KEYUP: if pygame.key.name(event.key) in ('up', 'down', 'left', 'right', 'q'): self.sprite.speed = 0 font = pygame.font.Font(None, 36) info = "Animation: %s Frame: %s" % (self.sprite.animation, self.sprite.frame) text = font.render(info, 1, (255, 255, 255)) self.screen.blit(self.background, (0, 0)) self.screen.blit(text, (0, 0)) self.screen.blit(self.sprite.get_frame(), (320, 240)) pygame.display.flip()
class Game: def __init__(self): pygame.init() self.screen = pygame.display.set_mode((640, 480)) pygame.display.set_caption("AnimatedSprite preview") self.clock = pygame.time.Clock() self.sprite = AnimatedSprite(self.clock, "data/sprites/player/player_debug.png") self.background = pygame.image.load("data/scenes/debug.png").convert() def MainLoop(self): keepGoing = True direction = "" while keepGoing: self.clock.tick(30) # limit fps for event in pygame.event.get(): if event.type == pygame.QUIT: keepGoing = False # may want to look at pygame.key.set_repeat if event.type == pygame.KEYDOWN: keyName = pygame.key.name(event.key) self.sprite.speed = 10 if keyName == "up": self.sprite.direction = self.sprite.set_animation("up") elif keyName == "down": self.sprite.direction = self.sprite.set_animation("down") elif keyName == "left": self.sprite.direction = self.sprite.set_animation("left") elif keyName == "right": self.sprite.direction = self.sprite.set_animation("right") elif keyName == "q": self.sprite.direction = self.sprite.set_animation("spin") elif event.type == pygame.KEYUP: if pygame.key.name(event.key) in ("up", "down", "left", "right", "q"): self.sprite.speed = 0 font = pygame.font.Font(None, 36) info = "Animation: %s Frame: %s" % (self.sprite.animation, self.sprite.frame) text = font.render(info, 1, (255, 255, 255)) self.screen.blit(self.background, (0, 0)) self.screen.blit(text, (0, 0)) self.screen.blit(self.sprite.get_frame(), (320, 240)) pygame.display.flip()