Dolphin Animation [PYGAME]
I am trying to animate two characters in my game. I want the animation to play without any key being held down. Every tutorial I have seen requires the player to press a key for an animation to play. How would you get the dolphin to be animated, but still work with the existing code I have? Currently I have the dolphin set to frame[0]
so it is visible when you run it. Any help is appreciated!
Images and Sound FX download: https://mega.nz/#F!7O5zRQDK!YQhrs_zavCvdSdAMwEXEIQ
Game I am basing off of: https://www.youtube.com/watch?v=9jjy9PjbeiA&t=3s
import pygame
import random
import time
import os
os.environ['SDL_VIDEO_WINDOW_POS'] = "%d, %d" %(0, 20)
pygame.init()
SIZE = W, H = 400, 700
screen = pygame.display.set_mode(SIZE)
clock = pygame.time.Clock()
# colours
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
BACKGROUND = (94, 194, 222)
STRIPE = (60, 160, 190)
LANELINE = (255, 255, 255)
x1 = 30
x2 = 330
lane1 = 30
lane2 = 130
lane3 = 230
lane4 = 330
y = 530
width = 40
height = 64
toggle1 = 0
toggle2 = 0
target_x1 = 30
target_x2 = 330
vel_x = 10
def drawScene():
screen.fill(BACKGROUND)
pygame.draw.polygon(screen, STRIPE, ((200, 700), (300, 700), (400, 600), (400, 500)))
pygame.draw.polygon(screen, STRIPE, ((0, 700), (100, 700), (400, 400), (400, 300)))
pygame.draw.polygon(screen, STRIPE, ((0, 500), (0, 600), (400, 200), (400, 100)))
pygame.draw.polygon(screen, STRIPE, ((0, 300), (0, 400), (400, 0), (300, 0)))
pygame.draw.polygon(screen, STRIPE, ((0, 100), (0, 200), (200, 0), (100, 0)))
pygame.draw.line(screen, LANELINE, (100, 0), (100, 700), 2)
pygame.draw.line(screen, LANELINE, (200, 0), (200, 700), 4)
pygame.draw.line(screen, LANELINE, (300, 0), (300, 700), 2)
dolphinSheet = pygame.image.load("dolphinSheet.png").convert()
cells =
for n in range(6):
dolphinW, dolphinH, = (31, 74)
rect = pygame.Rect(n * dolphinW, 0, dolphinW, dolphinH)
image = pygame.Surface(rect.size).convert()
image.blit(dolphinSheet, (0, 0), rect)
alpha = image.get_at((0, 0))
image.set_colorkey(alpha)
cells.append(image)
playerImg = cells[0]
# main loop
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
pygame.mixer.music.load('percussiveHit.mp3')
pygame.mixer.music.play()
toggle1 += 1
if toggle1 % 2 == 1:
target_x1 += 100
else:
target_x1 -= 100
elif event.key == pygame.K_d:
pygame.mixer.music.load('percussiveHit.mp3')
pygame.mixer.music.play()
toggle2 += 1
if toggle2 % 2 == 1:
target_x2 -= 100
else:
target_x2 += 100
if x1 < target_x1:
x1 = min(x1 + vel_x, target_x1)
else:
x1 = max(x1 - vel_x, target_x1)
if x2 < target_x2:
x2 = min(x2 + vel_x, target_x2)
else:
x2 = max(x2 - vel_x, target_x2)
pygame.draw.rect(screen, RED, (x1, y, width, height))
pygame.draw.rect(screen, RED, (x2, y, width, height))
drawScene()
# players
screen.blit(playerImg, (x1 + 4, y - 5))
screen.blit(playerImg, (x2 + 4, y - 5))
pygame.display.update()
pygame.quit()
python animation pygame sprite
add a comment |
I am trying to animate two characters in my game. I want the animation to play without any key being held down. Every tutorial I have seen requires the player to press a key for an animation to play. How would you get the dolphin to be animated, but still work with the existing code I have? Currently I have the dolphin set to frame[0]
so it is visible when you run it. Any help is appreciated!
Images and Sound FX download: https://mega.nz/#F!7O5zRQDK!YQhrs_zavCvdSdAMwEXEIQ
Game I am basing off of: https://www.youtube.com/watch?v=9jjy9PjbeiA&t=3s
import pygame
import random
import time
import os
os.environ['SDL_VIDEO_WINDOW_POS'] = "%d, %d" %(0, 20)
pygame.init()
SIZE = W, H = 400, 700
screen = pygame.display.set_mode(SIZE)
clock = pygame.time.Clock()
# colours
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
BACKGROUND = (94, 194, 222)
STRIPE = (60, 160, 190)
LANELINE = (255, 255, 255)
x1 = 30
x2 = 330
lane1 = 30
lane2 = 130
lane3 = 230
lane4 = 330
y = 530
width = 40
height = 64
toggle1 = 0
toggle2 = 0
target_x1 = 30
target_x2 = 330
vel_x = 10
def drawScene():
screen.fill(BACKGROUND)
pygame.draw.polygon(screen, STRIPE, ((200, 700), (300, 700), (400, 600), (400, 500)))
pygame.draw.polygon(screen, STRIPE, ((0, 700), (100, 700), (400, 400), (400, 300)))
pygame.draw.polygon(screen, STRIPE, ((0, 500), (0, 600), (400, 200), (400, 100)))
pygame.draw.polygon(screen, STRIPE, ((0, 300), (0, 400), (400, 0), (300, 0)))
pygame.draw.polygon(screen, STRIPE, ((0, 100), (0, 200), (200, 0), (100, 0)))
pygame.draw.line(screen, LANELINE, (100, 0), (100, 700), 2)
pygame.draw.line(screen, LANELINE, (200, 0), (200, 700), 4)
pygame.draw.line(screen, LANELINE, (300, 0), (300, 700), 2)
dolphinSheet = pygame.image.load("dolphinSheet.png").convert()
cells =
for n in range(6):
dolphinW, dolphinH, = (31, 74)
rect = pygame.Rect(n * dolphinW, 0, dolphinW, dolphinH)
image = pygame.Surface(rect.size).convert()
image.blit(dolphinSheet, (0, 0), rect)
alpha = image.get_at((0, 0))
image.set_colorkey(alpha)
cells.append(image)
playerImg = cells[0]
# main loop
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
pygame.mixer.music.load('percussiveHit.mp3')
pygame.mixer.music.play()
toggle1 += 1
if toggle1 % 2 == 1:
target_x1 += 100
else:
target_x1 -= 100
elif event.key == pygame.K_d:
pygame.mixer.music.load('percussiveHit.mp3')
pygame.mixer.music.play()
toggle2 += 1
if toggle2 % 2 == 1:
target_x2 -= 100
else:
target_x2 += 100
if x1 < target_x1:
x1 = min(x1 + vel_x, target_x1)
else:
x1 = max(x1 - vel_x, target_x1)
if x2 < target_x2:
x2 = min(x2 + vel_x, target_x2)
else:
x2 = max(x2 - vel_x, target_x2)
pygame.draw.rect(screen, RED, (x1, y, width, height))
pygame.draw.rect(screen, RED, (x2, y, width, height))
drawScene()
# players
screen.blit(playerImg, (x1 + 4, y - 5))
screen.blit(playerImg, (x2 + 4, y - 5))
pygame.display.update()
pygame.quit()
python animation pygame sprite
I think I had a fundamental misunderstanding, what you tried to achieve, but your question was almost unclear.
– Rabbid76
Jan 20 at 16:30
add a comment |
I am trying to animate two characters in my game. I want the animation to play without any key being held down. Every tutorial I have seen requires the player to press a key for an animation to play. How would you get the dolphin to be animated, but still work with the existing code I have? Currently I have the dolphin set to frame[0]
so it is visible when you run it. Any help is appreciated!
Images and Sound FX download: https://mega.nz/#F!7O5zRQDK!YQhrs_zavCvdSdAMwEXEIQ
Game I am basing off of: https://www.youtube.com/watch?v=9jjy9PjbeiA&t=3s
import pygame
import random
import time
import os
os.environ['SDL_VIDEO_WINDOW_POS'] = "%d, %d" %(0, 20)
pygame.init()
SIZE = W, H = 400, 700
screen = pygame.display.set_mode(SIZE)
clock = pygame.time.Clock()
# colours
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
BACKGROUND = (94, 194, 222)
STRIPE = (60, 160, 190)
LANELINE = (255, 255, 255)
x1 = 30
x2 = 330
lane1 = 30
lane2 = 130
lane3 = 230
lane4 = 330
y = 530
width = 40
height = 64
toggle1 = 0
toggle2 = 0
target_x1 = 30
target_x2 = 330
vel_x = 10
def drawScene():
screen.fill(BACKGROUND)
pygame.draw.polygon(screen, STRIPE, ((200, 700), (300, 700), (400, 600), (400, 500)))
pygame.draw.polygon(screen, STRIPE, ((0, 700), (100, 700), (400, 400), (400, 300)))
pygame.draw.polygon(screen, STRIPE, ((0, 500), (0, 600), (400, 200), (400, 100)))
pygame.draw.polygon(screen, STRIPE, ((0, 300), (0, 400), (400, 0), (300, 0)))
pygame.draw.polygon(screen, STRIPE, ((0, 100), (0, 200), (200, 0), (100, 0)))
pygame.draw.line(screen, LANELINE, (100, 0), (100, 700), 2)
pygame.draw.line(screen, LANELINE, (200, 0), (200, 700), 4)
pygame.draw.line(screen, LANELINE, (300, 0), (300, 700), 2)
dolphinSheet = pygame.image.load("dolphinSheet.png").convert()
cells =
for n in range(6):
dolphinW, dolphinH, = (31, 74)
rect = pygame.Rect(n * dolphinW, 0, dolphinW, dolphinH)
image = pygame.Surface(rect.size).convert()
image.blit(dolphinSheet, (0, 0), rect)
alpha = image.get_at((0, 0))
image.set_colorkey(alpha)
cells.append(image)
playerImg = cells[0]
# main loop
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
pygame.mixer.music.load('percussiveHit.mp3')
pygame.mixer.music.play()
toggle1 += 1
if toggle1 % 2 == 1:
target_x1 += 100
else:
target_x1 -= 100
elif event.key == pygame.K_d:
pygame.mixer.music.load('percussiveHit.mp3')
pygame.mixer.music.play()
toggle2 += 1
if toggle2 % 2 == 1:
target_x2 -= 100
else:
target_x2 += 100
if x1 < target_x1:
x1 = min(x1 + vel_x, target_x1)
else:
x1 = max(x1 - vel_x, target_x1)
if x2 < target_x2:
x2 = min(x2 + vel_x, target_x2)
else:
x2 = max(x2 - vel_x, target_x2)
pygame.draw.rect(screen, RED, (x1, y, width, height))
pygame.draw.rect(screen, RED, (x2, y, width, height))
drawScene()
# players
screen.blit(playerImg, (x1 + 4, y - 5))
screen.blit(playerImg, (x2 + 4, y - 5))
pygame.display.update()
pygame.quit()
python animation pygame sprite
I am trying to animate two characters in my game. I want the animation to play without any key being held down. Every tutorial I have seen requires the player to press a key for an animation to play. How would you get the dolphin to be animated, but still work with the existing code I have? Currently I have the dolphin set to frame[0]
so it is visible when you run it. Any help is appreciated!
Images and Sound FX download: https://mega.nz/#F!7O5zRQDK!YQhrs_zavCvdSdAMwEXEIQ
Game I am basing off of: https://www.youtube.com/watch?v=9jjy9PjbeiA&t=3s
import pygame
import random
import time
import os
os.environ['SDL_VIDEO_WINDOW_POS'] = "%d, %d" %(0, 20)
pygame.init()
SIZE = W, H = 400, 700
screen = pygame.display.set_mode(SIZE)
clock = pygame.time.Clock()
# colours
RED = (255, 0, 0)
GREEN = (0, 255, 0)
BLUE = (0, 0, 255)
BACKGROUND = (94, 194, 222)
STRIPE = (60, 160, 190)
LANELINE = (255, 255, 255)
x1 = 30
x2 = 330
lane1 = 30
lane2 = 130
lane3 = 230
lane4 = 330
y = 530
width = 40
height = 64
toggle1 = 0
toggle2 = 0
target_x1 = 30
target_x2 = 330
vel_x = 10
def drawScene():
screen.fill(BACKGROUND)
pygame.draw.polygon(screen, STRIPE, ((200, 700), (300, 700), (400, 600), (400, 500)))
pygame.draw.polygon(screen, STRIPE, ((0, 700), (100, 700), (400, 400), (400, 300)))
pygame.draw.polygon(screen, STRIPE, ((0, 500), (0, 600), (400, 200), (400, 100)))
pygame.draw.polygon(screen, STRIPE, ((0, 300), (0, 400), (400, 0), (300, 0)))
pygame.draw.polygon(screen, STRIPE, ((0, 100), (0, 200), (200, 0), (100, 0)))
pygame.draw.line(screen, LANELINE, (100, 0), (100, 700), 2)
pygame.draw.line(screen, LANELINE, (200, 0), (200, 700), 4)
pygame.draw.line(screen, LANELINE, (300, 0), (300, 700), 2)
dolphinSheet = pygame.image.load("dolphinSheet.png").convert()
cells =
for n in range(6):
dolphinW, dolphinH, = (31, 74)
rect = pygame.Rect(n * dolphinW, 0, dolphinW, dolphinH)
image = pygame.Surface(rect.size).convert()
image.blit(dolphinSheet, (0, 0), rect)
alpha = image.get_at((0, 0))
image.set_colorkey(alpha)
cells.append(image)
playerImg = cells[0]
# main loop
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_a:
pygame.mixer.music.load('percussiveHit.mp3')
pygame.mixer.music.play()
toggle1 += 1
if toggle1 % 2 == 1:
target_x1 += 100
else:
target_x1 -= 100
elif event.key == pygame.K_d:
pygame.mixer.music.load('percussiveHit.mp3')
pygame.mixer.music.play()
toggle2 += 1
if toggle2 % 2 == 1:
target_x2 -= 100
else:
target_x2 += 100
if x1 < target_x1:
x1 = min(x1 + vel_x, target_x1)
else:
x1 = max(x1 - vel_x, target_x1)
if x2 < target_x2:
x2 = min(x2 + vel_x, target_x2)
else:
x2 = max(x2 - vel_x, target_x2)
pygame.draw.rect(screen, RED, (x1, y, width, height))
pygame.draw.rect(screen, RED, (x2, y, width, height))
drawScene()
# players
screen.blit(playerImg, (x1 + 4, y - 5))
screen.blit(playerImg, (x2 + 4, y - 5))
pygame.display.update()
pygame.quit()
python animation pygame sprite
python animation pygame sprite
edited Jan 20 at 17:18
Rabbid76
37.1k113247
37.1k113247
asked Jan 20 at 3:16
Patrick BehanPatrick Behan
12
12
I think I had a fundamental misunderstanding, what you tried to achieve, but your question was almost unclear.
– Rabbid76
Jan 20 at 16:30
add a comment |
I think I had a fundamental misunderstanding, what you tried to achieve, but your question was almost unclear.
– Rabbid76
Jan 20 at 16:30
I think I had a fundamental misunderstanding, what you tried to achieve, but your question was almost unclear.
– Rabbid76
Jan 20 at 16:30
I think I had a fundamental misunderstanding, what you tried to achieve, but your question was almost unclear.
– Rabbid76
Jan 20 at 16:30
add a comment |
1 Answer
1
active
oldest
votes
Update the image based on a real-time millisecond value using pygame.time.get_ticks()
which returns the number of milliseconds since pygame.init()
.
The idea is the code remembers the time the frame was changed, and then waits until X seconds have elapsed (playerImg_show_for
below), before switching to the next image in the set.
...
playerImg = cells[0]
playerImg_cell = -1 # start at first cell
playerImg_shown_at = 0 # time when this frame (cell) was shown
playerImg_show_for = 200 # milliseconds
# main loop
run = True
while run:
clock.tick(60)
ms_now = pygame.time.get_ticks() # milliseconds since start
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
# ... handle keys, etc. removed for the sake of brevity
pygame.draw.rect(screen, RED, (x1, y, width, height))
pygame.draw.rect(screen, RED, (x2, y, width, height))
drawScene()
# players
# If this frame of animation has been shown for long enough, then
# switch to the next frame
if ( ms_now - playerImg_shown_at > playerImg_show_for ):
playerImg_cell += 1 # find the next cell, with wrap-around
if ( playerImg_cell >= len( cells ) ):
playerImg_cell = 0
playerImg_shown_at = ms_now # use new start time
playerImg = cells[playerImg_cell] # use new animation cell
screen.blit(playerImg, (x1 + 4, y - 5))
screen.blit(playerImg, (x2 + 4, y - 5))
pygame.display.update()
pygame.quit()
Of course this would be better suited to being a PyGame sprite object, and all handled in the sprite's update()
function.
add a comment |
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1 Answer
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active
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1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
Update the image based on a real-time millisecond value using pygame.time.get_ticks()
which returns the number of milliseconds since pygame.init()
.
The idea is the code remembers the time the frame was changed, and then waits until X seconds have elapsed (playerImg_show_for
below), before switching to the next image in the set.
...
playerImg = cells[0]
playerImg_cell = -1 # start at first cell
playerImg_shown_at = 0 # time when this frame (cell) was shown
playerImg_show_for = 200 # milliseconds
# main loop
run = True
while run:
clock.tick(60)
ms_now = pygame.time.get_ticks() # milliseconds since start
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
# ... handle keys, etc. removed for the sake of brevity
pygame.draw.rect(screen, RED, (x1, y, width, height))
pygame.draw.rect(screen, RED, (x2, y, width, height))
drawScene()
# players
# If this frame of animation has been shown for long enough, then
# switch to the next frame
if ( ms_now - playerImg_shown_at > playerImg_show_for ):
playerImg_cell += 1 # find the next cell, with wrap-around
if ( playerImg_cell >= len( cells ) ):
playerImg_cell = 0
playerImg_shown_at = ms_now # use new start time
playerImg = cells[playerImg_cell] # use new animation cell
screen.blit(playerImg, (x1 + 4, y - 5))
screen.blit(playerImg, (x2 + 4, y - 5))
pygame.display.update()
pygame.quit()
Of course this would be better suited to being a PyGame sprite object, and all handled in the sprite's update()
function.
add a comment |
Update the image based on a real-time millisecond value using pygame.time.get_ticks()
which returns the number of milliseconds since pygame.init()
.
The idea is the code remembers the time the frame was changed, and then waits until X seconds have elapsed (playerImg_show_for
below), before switching to the next image in the set.
...
playerImg = cells[0]
playerImg_cell = -1 # start at first cell
playerImg_shown_at = 0 # time when this frame (cell) was shown
playerImg_show_for = 200 # milliseconds
# main loop
run = True
while run:
clock.tick(60)
ms_now = pygame.time.get_ticks() # milliseconds since start
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
# ... handle keys, etc. removed for the sake of brevity
pygame.draw.rect(screen, RED, (x1, y, width, height))
pygame.draw.rect(screen, RED, (x2, y, width, height))
drawScene()
# players
# If this frame of animation has been shown for long enough, then
# switch to the next frame
if ( ms_now - playerImg_shown_at > playerImg_show_for ):
playerImg_cell += 1 # find the next cell, with wrap-around
if ( playerImg_cell >= len( cells ) ):
playerImg_cell = 0
playerImg_shown_at = ms_now # use new start time
playerImg = cells[playerImg_cell] # use new animation cell
screen.blit(playerImg, (x1 + 4, y - 5))
screen.blit(playerImg, (x2 + 4, y - 5))
pygame.display.update()
pygame.quit()
Of course this would be better suited to being a PyGame sprite object, and all handled in the sprite's update()
function.
add a comment |
Update the image based on a real-time millisecond value using pygame.time.get_ticks()
which returns the number of milliseconds since pygame.init()
.
The idea is the code remembers the time the frame was changed, and then waits until X seconds have elapsed (playerImg_show_for
below), before switching to the next image in the set.
...
playerImg = cells[0]
playerImg_cell = -1 # start at first cell
playerImg_shown_at = 0 # time when this frame (cell) was shown
playerImg_show_for = 200 # milliseconds
# main loop
run = True
while run:
clock.tick(60)
ms_now = pygame.time.get_ticks() # milliseconds since start
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
# ... handle keys, etc. removed for the sake of brevity
pygame.draw.rect(screen, RED, (x1, y, width, height))
pygame.draw.rect(screen, RED, (x2, y, width, height))
drawScene()
# players
# If this frame of animation has been shown for long enough, then
# switch to the next frame
if ( ms_now - playerImg_shown_at > playerImg_show_for ):
playerImg_cell += 1 # find the next cell, with wrap-around
if ( playerImg_cell >= len( cells ) ):
playerImg_cell = 0
playerImg_shown_at = ms_now # use new start time
playerImg = cells[playerImg_cell] # use new animation cell
screen.blit(playerImg, (x1 + 4, y - 5))
screen.blit(playerImg, (x2 + 4, y - 5))
pygame.display.update()
pygame.quit()
Of course this would be better suited to being a PyGame sprite object, and all handled in the sprite's update()
function.
Update the image based on a real-time millisecond value using pygame.time.get_ticks()
which returns the number of milliseconds since pygame.init()
.
The idea is the code remembers the time the frame was changed, and then waits until X seconds have elapsed (playerImg_show_for
below), before switching to the next image in the set.
...
playerImg = cells[0]
playerImg_cell = -1 # start at first cell
playerImg_shown_at = 0 # time when this frame (cell) was shown
playerImg_show_for = 200 # milliseconds
# main loop
run = True
while run:
clock.tick(60)
ms_now = pygame.time.get_ticks() # milliseconds since start
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
# ... handle keys, etc. removed for the sake of brevity
pygame.draw.rect(screen, RED, (x1, y, width, height))
pygame.draw.rect(screen, RED, (x2, y, width, height))
drawScene()
# players
# If this frame of animation has been shown for long enough, then
# switch to the next frame
if ( ms_now - playerImg_shown_at > playerImg_show_for ):
playerImg_cell += 1 # find the next cell, with wrap-around
if ( playerImg_cell >= len( cells ) ):
playerImg_cell = 0
playerImg_shown_at = ms_now # use new start time
playerImg = cells[playerImg_cell] # use new animation cell
screen.blit(playerImg, (x1 + 4, y - 5))
screen.blit(playerImg, (x2 + 4, y - 5))
pygame.display.update()
pygame.quit()
Of course this would be better suited to being a PyGame sprite object, and all handled in the sprite's update()
function.
edited Jan 21 at 4:27
answered Jan 21 at 4:02
KingsleyKingsley
2,65721225
2,65721225
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I think I had a fundamental misunderstanding, what you tried to achieve, but your question was almost unclear.
– Rabbid76
Jan 20 at 16:30