import pygame, sys class Player(pygame.sprite.Sprite): def __init__(self, pos_x, pos_y): super().__init__() self.sprites = [] self.is_animating = False 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.is_animating = True def update(self): if self.is_animating == True: self.current_sprite += 0.2 if self.current_sprite >= len(self.sprites): self.current_sprite = 0 self.is_animating = False self.image = self.sprites[int(self.current_sprite)] pygame.init() clock = pygame.time.Clock() screen_width = 400 screen_height = 400 screen = pygame.display.set_mode((screen_width, screen_height)) pygame.display.set_caption("Sprite Animation") moving_sprites = pygame.sprite.Group() player = Player(10, 10) 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() screen.fill((0,0,0)) moving_sprites.draw(screen) moving_sprites.update() pygame.display.flip() clock.tick(60)