Reputation: 47
VIDEO so when I run the animation and make it move the image flickers for some reason I dont know why if I try to self.bright //3 I will get a index out of range error
# this makes the enemy move right and left
def draw(self,window):
self.move()
if self.Walking + 1 >= 33:
self.Walking = 0
elif self.vel > 0:
window.blit(self.bright[self.Walking % 3], (self.x,self.y))
self.Walking += 1
else:
window.blit(self.bleft[self.Walking % 3], (self.x,self.y))
self.Walking += 1
the bird class
# ---------------------------------------------- # bird class
class bird:
def __init__(self,x,y,height,width,end):
self.x = x
self.y =y
self.bright = [pygame.image.load("bird1.png"),
pygame.image.load("bird2.png"),
pygame.image.load("bird3.png"),
pygame.image.load("bird4.png")
]
self.bleft = [pygame.image.load("b1.png"),
pygame.image.load("b2.png"),
pygame.image.load("b3.png"),
pygame.image.load("b4.png")
]
self.bright = [pygame.transform.scale(image,(image.get_width()//5,image.get_height()//5)) for image in self.bright]
self.bleft = [pygame.transform.scale(image,(image.get_width()//5,image.get_height()//5)) for image in self.bleft]
self.height = height
self.width = width
self.anim_index = 0
self.distance = 80
self.speed = 8
self.vel = 3
self.Walking = 0
self.path = [x,end]
self.hitbox = (self.x + 17, self.y + 2, 31, 57)
self.rect = pygame.Rect(x,y,height,width)
COOLDOWN = 30
# enemys health
self.health = 10
self.visible = True
# this makes the enemy move right and left
def draw(self,window):
self.move()
if self.Walking + 1 >= 33:
self.Walking = 0
elif self.vel > 0:
window.blit(self.bright[self.Walking % 3], (self.x,self.y))
self.Walking += 1
else:
window.blit(self.bleft[self.Walking % 3], (self.x,self.y))
self.Walking += 1
# this moves the enemy left and right
def move(self):
if self.visible:
if self.vel > 0:
if self.x + self.vel < self.path[1]:
self.x += self.vel
else:
self.vel = self.vel * -1
self.Walking_index = 0
else:
if self.x - self.vel > self.path[0]:
self.x += self.vel
else:
self.vel = self.vel * -1
self.Walking_index = 0
# the hit box for the enemy the health
pygame.draw.rect(window, (255,0,0), (self.hitbox[0], self.hitbox[1] - 20, 70, 10)) # NEW
pygame.draw.rect(window, (0,255,0), (self.hitbox[0], self.hitbox[1] - 20, 70 - (5 * (10 - self.health)), 10))
self.hitbox = (self.x + 47, self.y + 31, 50, 72)
# THIS PART MAKES the enemy not scroll with the player
def scroll(self,sx, sy):
self.x += sx
self.y += sy
self.path[0] += sx
self.path[1] += sx
I am not sure if it has anything to do with the self.move() or how I am blitting the image but I I am not sure if it has anything to do with the self.move() or how I am blitting the image
Upvotes: 0
Views: 86
Reputation: 14926
The issue is that the draw()
function does not draw when self.Walking + 1 >= 33
. This would cause flicker.
# this makes the enemy move right and left
def draw(self,window):
self.move()
if self.Walking + 1 >= 33:
self.Walking = 0 # <-- HERE, no blit()
elif self.vel > 0:
window.blit(self.bright[self.Walking % 3], (self.x,self.y))
self.Walking += 1
else:
window.blit(self.bleft[self.Walking % 3], (self.x,self.y))
self.Walking += 1
Probably just changing the elif
to if
would fix it:
def draw(self,window):
self.move()
if self.Walking + 1 >= 33:
self.Walking = 0
if self.vel > 0: # right
window.blit(self.bright[self.Walking % 3], (self.x,self.y))
self.Walking += 1
else: # left
window.blit(self.bleft[self.Walking % 3], (self.x,self.y))
self.Walking += 1
Why are you using self.Walking + 1 >= 33
? The code reads like you're loading 4
images, so that should be self.Walking % 4
too (which gives 0, 1, 2, 3). Rather than using constants like this, your code would be more robust and readable if it used the length of the animations image-list for tests:
anim_list_length = len( self.bright )
if self.Walking >= anim_list_length:
self.Walking = 0
...
window.blit( self.bright[ self.Walking % anim_list_length ] )
So if the number of animation frames change, no code changes are needed.
Upvotes: 1