Writing your own sprite class is fairly straight forward (I do it all the time), though you should keep in mind you may run into the same performance issues if you have a huge number of sprites because your system still has to iterate over each one of them to update them. In which case you'll have to find other ways to boost performance.
Anyway, here's a simple custom class example: class my_sprite(object): def __init__(self,x,y): #load the sprites tileset into a texture grid #(optionally pass a reference from the tileset to the sprite #in the init function so you don't have keep loading it all the time) self.image = pyglet.image.TextureGrid(pyglet.image.ImageGrid(pyglet. image.load("tileset.png"),1,6)) #display how many images are in the animation print len(self.image) #x position of sprite self.x = x #y position of sprite self.y = y #current frame of sprite self.frame = 0 #rate to update each frame self.frame_rate = .5 #update the sprite def update(self): self.frame += self.frame_rate #draw sprite (method may vary) def draw(self): self.image[int(self.frame)].blit(self.x,self.y) class main_program_whatever(object): def __init__(self): self.sprite = my_sprite(16,16) def update(self): for a in self.sprite: a.update() -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To unsubscribe from this group and stop receiving emails from it, send an email to pyglet-users+unsubscr...@googlegroups.com. To post to this group, send email to pyglet-users@googlegroups.com. Visit this group at http://groups.google.com/group/pyglet-users. For more options, visit https://groups.google.com/d/optout.