It should/might (I'm not sure about the details of using sprites in pyglet)
but usually you'd have all the animations in a single spritesheet, where
you'd then specify the frame ranges (in a traditional use of sprites in any
case. I'm not sure about pyglet).

Also: Please reply to [email protected] rather than directly to
me.


On 19 November 2012 21:43, Cloud Strife <[email protected]> wrote:

>
>
> Anonymouse wrote:
> > You probably want to have all the frames in only one image, then adjust
> the
> > ranges as needed.
> >
> >
> > On 18 November 2012 10:32, Cloud Strife <[email protected]> wrote:
> >
> > > I'm creating a fighting game using pyglet, i have two animations:
> > > breathing_set.png, punch_set.png
> > > the first image is for when the character is idle, i need a way so
> > > that once the punch is finished, the characters image should return to
> > > breathing_set.png
> > >
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> > >
> > >
> i already know how to create an animation from a tileset or spriteset
> and seting looping to true or false, what i need is how to change the
> image once the punch is finished, my idea is:
> class Player(pyglet.sprite.Sprite):
>     def on_animation_end(self):
>         if self.image = self.punch_anim:
>             self.image = self.idle_anim
>
> will that work?
>

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