I'm trying to "animate" a sprite by simply loading a set of 4 images over and over while the assigned left/right buttons are held down. It mostly works, except the images keep flickering and aren't "switching" as I intended. It also slows down considerably. Being a beginner in Pygame/Python my brain is absolutely fried.
import pygame
import os
from test_menu import drawmenu
from game_over import player1wins
from game_over import player2wins
from game_over import tie
pygame.init()
while True:
screen_size = (1080, 400)
screen = pygame.display.set_mode(screen_size)
background = (255,255,255)
image = pygame.image.load("background(1).png")
imagerect = image.get_rect()
wall_left = pygame.Rect(0,0,1,950)
wall_right = pygame.Rect(1080,0,1,950)
square1 = pygame.Rect(750, 350, 20, 20)
square2 = pygame.Rect(330, 350, 20, 20)
IMAGE = pygame.image.load("player1standright.png").convert_alpha()
rect = IMAGE.get_rect()
rect.x = 100
rect.y = 225
x_movement = 0
y_movement = 0
x2_movement = 0
y2_movement = 0
accelx1 = 0
accely1 = 0
accelx2 = 0
accely2 = 0
jumping = False
jumping2 = False
#This is the function that does it
def player1runright(images1right, IMAGE, image, imagerect):
i = -1
while i <= 2:
pygame.time.delay(0)
i += 1
print (i)
IMAGE = pygame.image.load(images1right[i])
print (images1right[i])
screen.blit(IMAGE, rect)
images1right = ["player1runright-1.png","player1runright-2.png","player1runright-3.png","player1runright-4.png"]
def health_bars(player1_health, player2_health):
if player1_health > 75:
player1_health_color = (62, 219, 41)
elif player1_health > 50:
player1_health_color = (239, 212, 9)
else:
player1_health_color = (239, 9, 9)
if player2_health > 75:
player2_health_color = (62, 219, 41)
elif player2_health > 50:
player2_health_color = (239, 212, 9)
else:
player2_health_color = (239, 9, 9)
pygame.draw.rect(screen, player1_health_color, (70, 50, player1_health, 25))
pygame.draw.rect(screen, player2_health_color, (900, 50, player2_health, 25))
player1_health = int(100)
player2_health = int(100)
drawmenu()
while True:
screen.fill(background)
screen.blit(image, imagerect)
pygame.draw.rect(screen, (255,0,0), square1)
pygame.draw.rect(screen, (0,0,255), square2)
pygame.draw.rect(screen, (0,0,0), wall_left)
pygame.draw.rect(screen, (0,0,0), wall_right)
health_bars(player1_health, player2_health)
pygame.display.update()
events = pygame.event.get()
for event in events:
if event.type == pygame.QUIT:
exit()
keys_pressed = pygame.key.get_pressed()
if keys_pressed[pygame.K_d] != 1:
screen.blit(IMAGE, rect)
#MOVEMENT P1
if keys_pressed[pygame.K_LEFT] == 1:
x_movement += -1
elif keys_pressed[pygame.K_RIGHT] == 1:
x_movement += 1
else:
x_movement = 0
#MOVEMENT P2
if keys_pressed[pygame.K_a] == 1:
x2_movement += -1
elif keys_pressed[pygame.K_d] == 1:
x2_movement += 1
player1runright(images1right, IMAGE, image, imagerect)
else:
x2_movement = 0
#MAX SPEED P1
if x_movement < -7:
x_movement = -7
if x_movement > 7:
x_movement = 7
if y_movement < -7:
y_movement = -7
if y_movement > 7:
y_movement = 7
#MAX SPEED P2
if x2_movement < -7:
x2_movement = -7
if x2_movement > 7:
x2_movement = 7
if y2_movement < -7:
y2_movement = -7
if y2_movement > 7:
y2_movement = 7
#COLLISION (WALL) P1
if square1.colliderect(wall_left):
player2_health -= 0.5
x_movement = 0
y_movement = 0
if keys_pressed[pygame.K_RIGHT] == 1:
x_movement += 1
if square1.colliderect(wall_right):
player2_health -= 0.5
x_movement = 0
y_movement = 0
if keys_pressed[pygame.K_LEFT] == 1:
x_movement += -1
#COLLISION (WALL) P2
if rect.colliderect(wall_left):
player1_health -= 0.5
x2_movement = 0
y2_movement = 0
rect.x = 0
rect.y = 0
if keys_pressed[pygame.K_d] == 1:
x2_movement += 1
rect.x += 1
if rect.colliderect(wall_right):
player1_health -= 0.5
x2_movement = 0
y2_movement = 0
rect.x = 0
rect.y = 0
if keys_pressed[pygame.K_a] == 1:
x2_movement += -1
rect.x += -1
#COLLISION (ATTACK) P1
if square1.colliderect(rect) and keys_pressed[pygame.K_g] == 1:
player2_health -= 1
#COLLISION (ATTACK) P2
if rect.colliderect(square1) and keys_pressed[pygame.K_p] == 1:
player1_health -= 1
#JUMPING P1
if keys_pressed[pygame.K_w] == 1:
if jumping2 == False:
jumping2 = True
y2_movement = -30
accely2 = 1
rect = rect.move(x2_movement, y2_movement)
x2_movement += accelx2
y2_movement += accely2
if jumping2 == True:
if rect.y >= 225:
jumping2 = False
rect.y = 225
y2_movement = 0
accely2 = 0
#JUMPING P2
if keys_pressed[pygame.K_UP] == 1:
if jumping == False:
jumping = True
y_movement = -30
accely1 = 1
square1 = square1.move(x_movement, y_movement)
x_movement += accelx1
y_movement += accely1
if jumping == True:
if square1.y >= 350:
jumping = False
square1.y = 350
y_movement = 0
accely1 = 0
pygame.display.update()
pygame.time.delay(20)
if player2_health == 0 and player1_health !=0:
pygame.time.delay(400)
player1wins()
pygame.time.delay(3000)
drawmenu()
break
elif player1_health == 0 and player2_health !=0:
pygame.time.delay(400)
player2wins()
pygame.time.delay(3000)
drawmenu()
break
if player1_health == 0 and player2_health == 0:
pygame.time.delay(400)
tie()
pygame.time.delay(3000)
drawmenu()
break
(I know the code is a bit lengthy but I don't know if I can cut off any of it.)