Reputation: 113
I'm having trouble flipping a sprite in pygame (I can get it to go right but I want the img to flip on the left key),
I researched how to flip an image and found the pygame.transform.flip
, but as a beginner to pygame, I'm not sure how to use it, and the tutorials aren't making sense to me.
Can anyone help me with the code below (I'm not sure if I even put the self.img1 for the flip in the right place)?
import pygame, sys, glob
from pygame import *
class Player:
def __init__(self):
self.x = 200
self.y = 300
self.ani_speed_init = 6
self.ani_speed = self.ani_speed_init
self.ani = glob.glob("walk\Pinks_w*.png")
self.ani.sort()
self.ani_pos = 0
self.ani_max = len(self.ani)-1
self.img = pygame.image.load(self.ani[0])
self.img1 = pygame.transform.flip(self.ani[0], True, False)
self.update(0)
def update(self, pos):
if pos != 0:
self.ani_speed-=1
self.x+=pos
if self.ani_speed == 0:
self.img = pygame.image.load(self.ani[self.ani_pos])
self.ani_speed = self.ani_speed_init
if self.ani_pos == self.ani_max:
self.ani_pos = 0
else:
self.ani_pos+=1
screen.blit(self.img,(self.x,self.y))
h = 400
w = 800
screen = pygame.display.set_mode((w,h))
clock = pygame.time.Clock()
player1 = Player()
pos = 0
while True:
screen.fill((0,0,0))
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == KEYDOWN and event.key == K_RIGHT:
pos = 1
elif event.type == KEYUP and event.key == K_RIGHT:
pos = 0
elif event.type == KEYDOWN and event.key == K_LEFT:
pos = -1
elif event.type == KEYUP and event.key == K_LEFT:
pos = 0
player1.update(pos)
pygame.display.update()
Upvotes: 1
Views: 6010
Reputation: 7501
To flip, you would do:
# input
if event.type == KEYDOWN:
if event.key == K_RIGHT:
flip_x = True
elif event.key == K_LEFT:
flip_x = False
elif event.key == K_UP:
flip_y = True
elif event.key == K_DOWN:
flip_y = False
# then to flip
new_image = pygame.transform.flip(original_image, flip_x, flip_y)
Upvotes: 2
Reputation: 19406
Your Player
class is not very well readable. As, your names are not easy to understand.
In my version of your code, all I have changed is the names and I have added a check for the value of pos
and applied the flip if needed. So, you may need to change the check (if condition), to get the desired results.
And Yes, you don't have a pygame.Sprite
, so, the word sprite is misleading, in this case.
My version of your Player
class:
class Player:
def __init__(self):
self.x = 200
self.y = 300
self.speed_init = 6
self.images = [pygame.image.load(img) for img in glob.glob("walk\Pinks_w*.png")]
self.index = 0
self.max_index = len(self.images)-1
self.speed = 0
self.img = self.images[self.index]
def update(self, pos):
if pos != 0:
self.speed -= 1
self.x += pos
if not self.speed:
self.speed = self.speed_init
if self.index < self.max_index:
self.index += 1
else:
self.index = 0
self.img = self.images[self.index]
# change True to False if needed, or change the operator.
if pos > 0:
self.img = pygame.transform.flip(self.img,True,False)
screen.blit(self.img,(self.x,self.y))
Update
There was a small problem with the update
function. The problem was that since speed was always constant and not 0
, the if not self.speed:
did not work. So, change the update
function to this:
def update(self, pos):
if pos != 0:
self.speed -= 1
self.x += pos
# no more self.speed checks
if self.index < self.max_index:
self.index += 1
else:
self.index = 0
self.img = self.images[self.index]
# change True to False if needed, or change the operator.
if pos < 0:
self.img = pygame.transform.flip(self.img,True,False)
screen.blit(self.img,(self.x,self.y))
Update 2
It seems that there is some kind of typo in your code,
Here's (my version of) the Code, The whole thing.
import pygame, sys, glob
from pygame import *
class Player:
def __init__(self):
self.x = 200
self.y = 300
self.speed_init = 6
self.images = [pygame.image.load(img) for img in glob.glob("walk\Pinks_w*.png")]
self.index = 0
self.max_index = len(self.images)-1
self.speed = 0
self.img = self.images[self.index]
print self.max_index
def update(self, pos):
if pos != 0:
self.speed -= 1
self.x += pos
print self.index, self.max_index
if self.index < self.max_index:
self.index += 1
else:
self.index = 0
self.img = self.images[self.index]
# change True to False if needed, or change the operator.
if pos < 0:
self.img = pygame.transform.flip(self.img,True,False)
screen.blit(self.img,(self.x,self.y))
h = 400
w = 800
screen = pygame.display.set_mode((w,h))
clock = pygame.time.Clock()
player1 = Player()
pos = 0
while True:
screen.fill((0,0,0))
clock.tick(20)
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == KEYDOWN and event.key == K_RIGHT:
pos = 2
elif event.type == KEYUP and event.key == K_RIGHT:
pos = 0
elif event.type == KEYDOWN and event.key == K_LEFT:
pos = -2
elif event.type == KEYUP and event.key == K_LEFT:
pos = 0
player1.update(pos)
pygame.display.update()
Upvotes: 1