This piece of code works :-D
def updateSprite(self):
for x in self.animation_right.frames:
if self.vx > 20:
x.duration = 10.0/self.vx
else:
x.duration = 0.5
On Thu, Jun 11, 2009 at 5:39 PM, Niels Egberts<[email protected]> wrote:
> I'm making my first game with python so I'm confused when to use what
> technique.
>
> I've got an animation of a running character in several files. From
> those files I create an animation and use it to let my character walk.
> So far so good. But when my character is moving faster I want the
> sprite also to loop faster. I made a updateSprite method, but is
> obviously *very* slow.
>
> So how can I update the speed of my character animation, without
> building a whole new sprite?
>
> Thanks.
> Niels.
>
> def __init__(self):
> sprite_speed = 10.0/self.speed # the character speed vs how
> fast the sprite should loop
> self.images = [
> pyglet.image.load('data/images/character/right-1.png'),
> pyglet.image.load('data/images/character/right-2.png'),
> pyglet.image.load('data/images/character/right-3.png'),
> pyglet.image.load('data/images/character/right-4.png'),
> pyglet.image.load('data/images/character/right-5.png'),
> pyglet.image.load('data/images/character/right-6.png'),
> pyglet.image.load('data/images/character/right-7.png'),
> pyglet.image.load('data/images/character/right-8.png')
> ]
> self.animation_right =
> pyglet.image.Animation.from_image_sequence(self.images, sprite_speed)
> self.sprite = pyglet.sprite.Sprite(self.animation_right)
>
> def updateSprite(self):
> sprite_speed = 10.0/self.speed # the character speed vs how
> fast the sprite should loop
> self.animation_right =
> pyglet.image.Animation.from_image_sequence(self.images, sprite_speed)
> self.sprite = pyglet.sprite.Sprite(self.animation_right)
> self.sprite.x = self.x
> self.sprite.y = self.y
>
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