Added basic animation support to BaseActor.

This commit is contained in:
2013-01-16 08:46:57 -04:30
parent 5b66171476
commit 95a5d81fb0
2 changed files with 55 additions and 3 deletions

View File

@@ -20,6 +20,13 @@ class BaseActor(pygame.sprite.Sprite):
self.visible = visible
self.solid = solid
self.fps = 60
self.frames = []
self.time_per_frame = int(1000.0 / float(self.fps))
self.current_frame = 0
self.anim_then = pygame.time.get_ticks()
self.stopped = False
self.angle = 0.0
self.position = [0, 0]
self.velocity = [0, 0]
@@ -30,7 +37,8 @@ class BaseActor(pygame.sprite.Sprite):
self.color = (255, 206, 99)
if image is not None:
self.image = image
self.image = image.copy()
self.frames.append(self.image)
self.rect = self.image.get_rect()
else:
self.image = None
@@ -105,6 +113,37 @@ class BaseActor(pygame.sprite.Sprite):
def set_friction(self, new_friction):
self.friction = new_friction
def get_fps(self):
return self.fps
def set_fps(self, fps):
self.fps = fps
self.time_per_frame = int(1000.0 / float(self.fps))
def resume_animation(self):
self.stopped = False
def stop_animation(self):
self.stopped = True
def add_frame(self, frame):
self.frames.append(frame.copy())
def change_frame(self, frame_index, frame):
if frame_index < 0 or frame_index >= len(self.frames):
pass
else:
self.frames[frame_index] = frame.copy()
def remove_frame(self, frame_index):
if frame_index < 1 or frame_index >= len(self.frames):
# The first frame (frame 0) cannot be removed.
pass
else:
self.frames.pop(im_point)
if self.current_frame >= len(self.frames):
self.current_frame = len(self.frames) - 1
def get_image_point(self, point):
if point < 0 or point > len(self.image_points):
return (0, 0)
@@ -129,7 +168,18 @@ class BaseActor(pygame.sprite.Sprite):
def draw(self, canvas):
if self.image is not None:
canvas.blit(self.image, self.rect)
if not self.animated:
canvas.blit(self.image, self.rect)
else:
anim_now = pygame.time.get_ticks()
delta_t = anim_now - self.anim_then
if not self.stopped and delta_t >= self.time_per_frame:
self.current_frame = (self.current_frame + (delta_t // self.time_per_frame)) % len(self.frames)
self.anim_then = anim_now
frame = self.frames[self.current_frame]
frame_rect = frame.get_rect()
frame_rect.center = (self.position[0], self.position[1])
canvas.blit(frame, frame_rect)
else:
pygame.draw.rect(canvas, self.color, self.rect)