Reputation: 77
import pygame, sys
start = True
class Player(pygame.sprite.Sprite):
def __init__(self, pos_x, pos_y):
super().__init__()
self.attack_animation = False
self.sprites = []
self.sprites.append(pygame.image.load('crossHair.png'))
self.sprites.append(pygame.image.load('crossHair_2.png'))
self.sprites.append(pygame.image.load('crossHair_3.png'))
self.sprites.append(pygame.image.load('crossHair_4.png'))
self.current_sprite = 0
self.image = self.sprites[self.current_sprite]
self.image.set_colorkey('white')
for items in self.sprites:
items.set_colorkey('white')
self.rect = self.image.get_rect()
self.rect.topleft = [pos_x,pos_y]
def attack(self):
self.attack_animation = True
self.image.set_colorkey('white')
def update(self,speed):
self.image.set_colorkey('white')
self.current_sprite += speed
if int(self.current_sprite) >= len(self.sprites):
self.attack_animation = False
self.current_sprite = 0
self.image = self.sprites[int(self.current_sprite)]
# General setup
pygame.init()
clock = pygame.time.Clock()
# Game Screen
screen_width = 400
screen_height = 400
mouse = pygame.mouse.get_pos()
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()
while True:
globals()['mouse'] = pygame.mo[![now this is the problem][1]][1]use.get_pos()
player = Player(mouse[0],mouse[1])
moving_sprites.add(player)
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.KEYDOWN:
player.attack()
# Drawing
screen.fill((0,0,0))
screen.set_colorkey('white')
moving_sprites.draw(screen)
moving_sprites.update(0.04)
pygame.display.flip()
clock.tick(120)
this is creatiing my player / crossHair every 120th of a second and it leaves behind it's last sprite
now the problem with that is it leaves behind my last sprite and if i put moving_sprites = pygame.sprite.Group() in while loop then it won't animate anybody can solve this pls answer my question...
Upvotes: 1
Views: 48
Reputation: 211077
This is not the way to animate sprites. Creating a new sprite every frame is bad practice and a waste of performance since all objects have to be recreated. Even more you load the images in the constructor of the Player
class. If you do this every frame, then every frame the images have to be loaded from the volume and decoded.
Create the sprite once before the application loop and change the attributes of the sprite object in the loop. This will give you the best performance:
class Player(pygame.sprite.Sprite):
# [...]
def set_pos(self, pos_x, pos_y):
self.rect.topleft = (pos_x, pos_y)
moving_sprites = pygame.sprite.Group()
player = Player(0, 0)
moving_sprites.add(player)
while True:
player.set_pos(*pygame.mouse.get_pos())
# [...]
Upvotes: 2