I also had problems with animated sprites being too slow in my own
project, where I was drawing hundreds of different animated sprites to
the screen at once. It's been a while so I don't remember all of the
details, but I think that I decided the slow-down was the fault of
using clock.schedule_once() in the _animate method of the sprite class
to advance the frames.

I ended up rewriting my own version of the sprite class that did not
use the pyglet scheduler.  Instead, sprites have an update(self, dt)
method that I call during each pass through the event loop.  This
method updates the sprite's internal timer and, when appropriate,
advances the frame.  I could send you the code if you like, but it is
not batch-aware.

--phillip

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