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 -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en.
