I thought that might be the problem as i was just throwing in a dummy number 
there to try and get it to do something, otherwise it errored out if it didn't 
have any number there as t was not defined.  I got it working from another 
example, but will try yours as well.  I didn't really understand in the 
equation what t was supposed to be coming from. do i just throw the get ticks 
in there instead of 4?

ill have to read up on subsurface, I'm completely new to all this.  I'm not 
worried too much right now about memory as these sprites are very small (4k), 
although bigger ones may become an issue.

Thanks,

Devon


Mel Collins <[EMAIL PROTECTED]> wrote: On Sunday 24 February 2008 18:09, Devon 
Scott-Tunkin wrote:
> Thanks, now it shows up. But it doesn't animate.  Just displays the 2nd
> frame oddly enough...

 I suspect it may be because, after the initial:

>         self.update(pygame.time.get_ticks())

 You only ever pass to the update method the number 4:

>         genesprite.update(4)

 ...which is then stored in self._last_update, and compared against the next 
value to come in... which is always 4!

 Incidentally, your Spritesheet class can probably be replaced simply by calls 
to .subsurface(), which has the added advantage (under most 
circumstances) in that it references the original image data, so doesn't use 
up as much memory as a copy.

 Incidentally #2, I wrote a generic animated-sprite class for pygame a while 
ago, which is more featureful than the one from piman's tutorial (which you 
appear to be using): http://raumkraut.net/libs/animsprite

 - MEl C


       
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