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("assets/attack_1.png")) self.sprites.append(pygame.image.load("assets/attack_2.png")) self.sprites.append(pygame.image.load("assets/attack_3.png")) self.sprites.append(pygame.image.load("assets/attack_4.png")) self.sprites.append(pygame.image.load("assets/attack_5.png")) self.sprites.append(pygame.image.load("assets/attack_6.png")) self.sprites.append(pygame.image.load("assets/attack_7.png")) self.sprites.append(pygame.image.load("assets/attack_8.png")) self.sprites.append(pygame.image.load("assets/attack_9.png")) self.sprites.append(pygame.image.load("assets/attack_10.png")) self.current_sprite = 0 self.image = self.sprites[self.current_sprite] self.image = pygame.transform.scale2x(self.image) self.rect = self.image.get_rect() self.rect.topleft = [pos_x, pos_y] def animate(self): self.is_animating = True def update(self, speed): if self.is_animating == True: self.current_sprite += speed if self.current_sprite >= len(self.sprites): self.current_sprite = 0 self.is_animating = False self.image = self.sprites[int(self.current_sprite)] self.image = pygame.transform.scale2x(self.image) #General Setup pygame.init() clock = pygame.time.Clock() # Game Screen screen_width = 400 screen_height = 400 screen = pygame.display.set_mode((screen_width,screen_height)) pygame.display.set_caption("Sprite Animation") #Creating the Sprites and Groups 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() #Drawing screen.fill((0,0,0)) moving_sprites.draw(screen) moving_sprites.update(0.25) pygame.display.flip() clock.tick(60)