import pygame pygame.init() screen = pygame.display.set_mode((800, 600)) clock = pygame.time.Clock() class Blob(pygame.sprite.Sprite): def __init__(self, x, y): super().__init__() self.images = [] for i in range(1, 4): img = pygame.image.load(f'blob{i}.png').convert_alpha() self.images.append(img) self.index = 0 self.image = self.images[self.index] self.rect = self.image.get_rect(center=(x, y)) self.anim_counter = 0 self.anim_speed = 10 def update(self): self.anim_counter += 1 if self.anim_counter >= self.anim_speed: self.anim_counter = 0 self.index = (self.index + 1) % len(self.images) self.image = self.images[self.index] # Make sure center stays constant self.rect = self.image.get_rect(center=self.rect.center) print("Frame index:", self.index) blob_group = pygame.sprite.Group() blob_group.add(Blob(400, 300)) running = True while running: screen.fill((30, 30, 30)) for event in pygame.event.get(): if event.type == pygame.QUIT: running = False blob_group.update() blob_group.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()