I managed to animate my player using my 'animate' function that I had created - Cycles through the list of character images per frame while the character is moving. However, I also found that this happens at the same speed in which the game is running; and was hoping there was a simple way to change it so that the sprite animates at a slower speed than the game FPS.
Here is my sprite class code:
class Civilian(pg.sprite.Sprite):
def __init__(self, game, x, y):
self.groups = game.all_sprites, game.player1group, game.bothplayers
pg.sprite.Sprite.__init__(self, self.groups)
self.game = game
self._layer = PLAYER1_LAYER
self.image = pg.Surface((61, 67))
self.rect = self.image.get_rect()
self.hit_rect = PLAYER_HIT_RECT
self.hit_rect.center = self.rect.center
self.playerspeed = 90
self.vel = vec(0, 0)
self.pos = vec(x , y)
self.move = 0
self.speedboost = False
self.last_dir = 'down'#
self.anim_speed = 0
def animate(self, direction):
if direction == 'right':
self.spritesheet = pg.image.load('walk right civ.png') # Loading the right directional movement spritesheet into the variable
if direction == 'left':
self.spritesheet = pg.image.load('walk left civ.png')
if direction == 'up':
self.spritesheet = pg.image.load('walk up civ.png')
if direction == 'down':
self.spritesheet = pg.image.load('walk down civ.png')
self.frames = [] # List which will contain each cell of the spritesheet
# Adding the cells to the list #
self.frames.append(self.spritesheet.subsurface(pg.Rect(0, 0, 61, 67)).convert_alpha())
self.frames.append(self.spritesheet.subsurface(pg.Rect(61, 0, 61, 67)).convert_alpha())
self.frames.append(self.spritesheet.subsurface(pg.Rect(122, 0, 61, 67)).convert_alpha())
self.frames.append(self.spritesheet.subsurface(pg.Rect(183, 0, 61, 67)).convert_alpha())
self.frames.append(self.spritesheet.subsurface(pg.Rect(244, 0, 61, 67)).convert_alpha())
self.frames.append(self.spritesheet.subsurface(pg.Rect(305, 0, 61, 67)).convert_alpha())
self.frames.append(self.spritesheet.subsurface(pg.Rect(366, 0, 61, 67)).convert_alpha())
self.frames.append(self.spritesheet.subsurface(pg.Rect(427, 0, 61, 67)).convert_alpha())
self.frames.append(self.spritesheet.subsurface(pg.Rect(488, 0, 61, 67)).convert_alpha())
# Number of frames/cells
self.frames_number = len(self.frames)
# Current animation frame
self.current_frame = 0
# Frame rectangle
self.frame_rect = self.frames[0].get_rect()
self.last_dir = direction
def get_keys(self):
self.vel= vec(0, 0)
keys = pg.key.get_pressed()
if keys[pg.K_a]: # Const. subtracts player speed from velocity (E.g. Moves sprite to the left)
self.vel.x= -self.playerspeed
self.move += 1
self.moving = 'left' # Uses different spritesheet depending on direction
elif keys[pg.K_d]: # Const. adds player speed value to velocity (E.g. Moves sprite to the right)
self.vel.x= self.playerspeed
self.move += 1
self.moving = 'right'
elif keys[pg.K_w]: # Const. subtracts player speed value from y velocity (Moves player upwards; opposite)
self.vel.y= -self.playerspeed
self.move += 1
self.moving = 'up'
elif keys[pg.K_s]: # Const. adds player speed value to y velocity (Moves player downwards; opposite)
self.vel.y= self.playerspeed
self.move += 1
self.moving = 'down'
def add_speed(self):
pass
def collide_with_player2(self, dir, ifColliding):
if dir == 'x':
collides = pg.sprite.spritecollide(self, self.game.player2group, False, collide_player_hit_rect)
if collides:
if self.vel.x > 0:
self.pos.x = collides[0].hit_rect.left - self.hit_rect.width / 2
if self.vel.x < 0:
self.pos.x = collides[0].hit_rect.right + self.hit_rect.width / 2
self.vel.x = 0
self.hit_rect.centerx = self.pos.x
print("collide x")
if random.randint(0, 100) <= 4:
random.choice(self.game.thief_hit_sounds).play()
self.ifColliding = True
if dir == 'y':
collides = pg.sprite.spritecollide(self, self.game.player2group, False, collide_player_hit_rect)
if collides:
if self.vel.y > 0:
self.pos.y = collides[0].hit_rect.top - self.hit_rect.height / 2
if self.vel.y < 0:
self.pos.y = collides[0].hit_rect.bottom + self.hit_rect.height / 2
self.vel.y = 0
self.hit_rect.centery = self.pos.y
print("collide y")
if random.randint(0, 100) <= 4:
random.choice(self.game.thief_hit_sounds).play()
self.ifColliding = True
def collide_with_walls(self, dir):
if dir == 'x':
collides = pg.sprite.spritecollide(self, self.game.walls, False, collide_hit_rect)
if collides:
if self.vel.x > 0:
self.pos.x = collides[0].rect.left - self.hit_rect.width / 2
if self.vel.x < 0:
self.pos.x = collides[0].rect.right + self.hit_rect.width / 2
self.vel.x = 0
self.hit_rect.centerx = self.pos.x
if dir == 'y':
collides = pg.sprite.spritecollide(self, self.game.walls, False, collide_hit_rect)
if collides:
if self.vel.y > 0:
self.pos.y = collides[0].rect.top - self.hit_rect.height / 2
if self.vel.y < 0:
self.pos.y = collides[0].rect.bottom + self.hit_rect.height / 2
self.vel.y = 0
self.hit_rect.centery = self.pos.y
def update(self):
# frame updates
self.anim_speed += 1
self.moving = 'idle'
self.animate(self.last_dir) # Sets the down spritesheet as default
self.get_keys()
if self.moving == 'up':
self.animate(self.moving) # Uses the up-movement spritesheet if char moving upwards
if self.moving == 'down':
self.animate(self.moving) # Same as above, different direction
if self.moving == 'left':
self.animate(self.moving)
if self.moving == 'right':
self.animate(self.moving)
self.ifColliding = False
self.rect.center = self.pos
self.pos += self.vel * self.game.dt
self.hit_rect.centerx = self.pos.x
self.collide_with_walls('x'), self.collide_with_player2('x', self.ifColliding)
self.hit_rect.centery = self.pos.y
self.collide_with_walls('y'), self.collide_with_player2('y', self.ifColliding)
self.rect.center = self.hit_rect.midtop
if self.ifColliding == True:
Thief.health -= COL_DAMAGE
print(Thief.health)
self.current_frame = (self.current_frame + self.move) % self.frames_number
if self.moving == 'idle':
self.current_frame = 0
self.image = self.frames[self.current_frame] # Image of sprite changes as program cycles through the sheet
You can decouple the animation rate from the frame rate by tying it to time in some way.
One way is to use pygame.time.get_ticks() to return the number of milliseconds since pygame.init()
was called. If you store this value, you can measure how much time has elapsed and animate appropriately.
def update(self):
self.elapsed = pygame.time.get_ticks() - self.elapsed
if self.elapsed > 500: # animate every half second
self.animate()
Note: you'll also need to initialise self.elapsed
in the constructor.