def __init__(self, fps = 10): """ """ self.img_walks, self.rects_walks = core.load_sliced_sprites(34, 60, 'player{0}walks.png' . format(os.sep)) self.img_stay, self.rects_stay = core.load_sliced_sprites(34, 60, 'player{0}stays.png' . format(os.sep)) pygame.sprite.Sprite.__init__(self) self._images = None self._start = pygame.time.get_ticks() self._delay = 1000 / fps self._last_update = 0 self._frame = 0 self.posx = 0 self.stop = False self.actual_position = 0
def __init__(self, fps = 10): """ """ images, self.rects = core.load_sliced_sprites(64, 64, 'weapon{0}explode.png' . format(os.sep)) 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 # Call update to set our first image. self.update() self.actual_position = 0