Created
July 2, 2012 09:23
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Pyglet walking animation
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import pyglet | |
def sprite_type(type_ = "standing"): | |
if type_ == "moving-forward": | |
moving_forward_image_list = [pyglet.image.load('assassin2.png'), pyglet.image.load('assassin3.png')] | |
moving_forward_animation = pyglet.image.Animation.from_image_sequence(moving_forward_image_list, 0.3) | |
return moving_forward_animation | |
if type_ == "standing": | |
standing_animation = pyglet.image.load("assassin1.png") | |
return standing_animation | |
class Assassin(pyglet.sprite.Sprite): | |
def __init__(self, batch, img): | |
pyglet.sprite.Sprite.__init__(self, img, x = 50, y = 30) | |
def stand(self, batch, img): | |
self.batch = batch | |
self.img = img | |
def move(self, batch, img): | |
self.batch = batch | |
self.img = img | |
class Game(pyglet.window.Window): | |
def __init__(self): | |
pyglet.window.Window.__init__(self, width = 315, height = 220) | |
self.batch_draw = pyglet.graphics.Batch() | |
self.player = Assassin(batch = self.batch_draw, img = sprite_type()) | |
self.fps_display = pyglet.clock.ClockDisplay() | |
self.keys_held = [] | |
self.schedule = pyglet.clock.schedule_interval(func = self.update, interval = 1/60.) | |
def on_draw(self): | |
self.clear() | |
self.fps_display.draw() | |
self.batch_draw.draw() | |
self.player.draw() | |
def on_key_press(self, symbol, modifiers): | |
self.keys_held.append(symbol) | |
if symbol == pyglet.window.key.RIGHT: | |
self.player = self.player.move(batch = self.batch_draw, img = sprite_type("moving-forward")) | |
print "The 'RIGHT' key was pressed" | |
def on_key_release(self, symbol, modifiers): | |
self.keys_held.pop(self.keys_held.index(symbol)) | |
self.player = self.player.stand(batch = self.batch_draw, img = sprite_type("standing")) | |
def update(self, interval): | |
if pyglet.window.key.RIGHT in self.keys_held: | |
self.player.x += 50 * interval | |
if __name__ == "__main__": | |
window = Game() | |
pyglet.app.run() |
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