import pygame, sys

class Player(pygame.sprite.Sprite):
	def __init__(self, pos_x, pos_y):
		super().__init__()
		self.attack_animation = False
		self.sprites = []
		self.sprites.append(pygame.image.load('attack_1.png'))
		self.sprites.append(pygame.image.load('attack_2.png'))
		self.sprites.append(pygame.image.load('attack_3.png'))
		self.sprites.append(pygame.image.load('attack_4.png'))
		self.sprites.append(pygame.image.load('attack_5.png'))
		self.sprites.append(pygame.image.load('attack_6.png'))
		self.sprites.append(pygame.image.load('attack_7.png'))
		self.sprites.append(pygame.image.load('attack_8.png'))
		self.sprites.append(pygame.image.load('attack_9.png'))
		self.sprites.append(pygame.image.load('attack_10.png'))
		self.current_sprite = 0
		self.image = self.sprites[self.current_sprite]

		self.rect = self.image.get_rect()
		self.rect.topleft = [pos_x,pos_y]

	def animate(self):
		self.attack_animation = True
            
	def update(self,speed):
		if self.attack_animation == True:
			self.current_sprite += speed

			if self.current_sprite >= len(self.sprites):
				self.current_sprite = 0
				self.attack_animation = False

			self.image = self.sprites[int(self.current_sprite)]
		


pygame.init()
clock = pygame.time.Clock()

display_width = 400
display_height = 400
display = pygame.display.set_mode((display_width, display_height))
pygame.display.set_caption("Sprite Animation")

moving_sprites = pygame.sprite.Group()
player = Player(100,100)
moving_sprites.add(player)

while True:
	for event in pygame.event.get():
		if event.type == pygame.QUIT:
			pygame.quit()
			sys.exit()
		if event.type == pygame.KEYDOWN:
			player.animate()
	
	display.fill((0,0,0))
	moving_sprites.draw(display)
	moving_sprites.update(0.25)
	pygame.display.flip()
	clock.tick(60)