I'm following along with a youtube tutorial but using my own resources.
The idea is for my player entity to have a neutral stance animation while not moving.
The movement has been defined in the player class as seen here:
class Player(pygame.sprite.Sprite):
def __init__(self):
super().__init__()
player_stand_0 = pygame.image.load('0.png').convert()
player_stand_1 = pygame.image.load('1.png').convert()
player_stand_2 = pygame.image.load('2.png').convert()
player_stand_3 = pygame.image.load('3.png').convert()
player_stand_4 = pygame.image.load('4.png').convert()
player_stand_5 = pygame.image.load('.png').convert()
player_stand_6 = pygame.image.load('6.png').convert()
player_stand_7 = pygame.image.load('7.png').convert()
player_stand_8 = pygame.image.load('8.png').convert()
player_stand_9 = pygame.image.load('9.png').convert()
player_stand_10 = pygame.image.load('10.png').convert()
player_stand_11 = pygame.image.load('11.png').convert()
self.player_stand = [player_stand_0,player_stand_1,player_stand_2,player_stand_3,player_stand_4,player_stand_5,player_stand_6,player_stand_7,player_stand_8,player_stand_9,player_stand_10,player_stand_11]
self.player_stand_index = 0
self.player_jump = pygame.image.load(jump/1.png')
self.image = self.player_stand[self.player_stand_index]
self.rect = self.image.get_rect(midbottom = (80,225))
self.gravity = 0
def player_input(self):
keys = pygame.key.get_pressed()
if keys[pygame.K_SPACE] and self.rect.bottom >= 225:
self.gravity = -20
def apply_gravity(self):
self.gravity += 1
self.rect.y += self.gravity
if self.rect.bottom >= 225:
self.rect.bottom = 225
def stand_state(self):
if self.rect.bottom < 225:
self.image = self.player_jump
else:
self.player_stand_index += 0.1
if self.player_stand_index >= len(self.player_stand):self.player_stand_index = 0
self.image = self.player_stand[int(self.player_stand_index)]
def update(self):
self.player_input()
self.apply_gravity()
self.stand_state()
The code later calls on these frames using the time.Clock(): function
# SCREEN #
pygame.init()
screen = pygame.display.set_mode((784,348))
pygame.display.set_caption('Game')
clock = pygame.time.Clock()
test_font = pygame.font.Font('font/Pixeltype.ttf', 50)
game_active = False
start_time = 0
# groups
player = pygame.sprite.GroupSingle()
player.add(Player())
# surfaces
sky_surface = pygame.image.load('sky/1.png').convert()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
else:
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
game_active = True
if game_active:
screen.blit(sky_surface,(0,0))
player.draw(screen)
player.update()
else:
screen.fill(('Black'))
game_over = test_font.render('GAME',True,('Gray'))
game_over_rect = game_over.get_rect(center = (392,174))
screen.blit(game_over,game_over_rect)
pygame.display.update()
clock.tick(60)
My thoughts are that the frames are updating too fast for my monitor to keep up, but i fear the real problem is that ive left a fundamental piece of script out.
help would be much appreciated.
thanks, Callan