import pygame
# Set up basic game parameters
SIZE = (720, 480)
FPS = 60
clock = pygame.time.Clock()
# Define the animation time
or
frame interval
ANIMATION_TIME = 0.1
ANIMATION_FRAMES = 6
# Create a custom sprite
class
for
animation
class
AnimatedSprite(pygame.sprite.Sprite):
def __init__(self, position, images):
self.position = position
self.images = images
self.index = 0
self.current_time = 0
self.current_frame = 0
# Time-dependent animation update
def update_time_dependent(self, dt):
self.current_time += dt
if
self.current_time >= ANIMATION_TIME:
self.current_time = 0
self.index = (self.index + 1) % len(self.images)
# Frame-dependent animation update
def update_frame_dependent(self):
self.current_frame += 1
if
self.current_frame >= ANIMATION_FRAMES:
self.current_frame = 0
self.index = (self.index + 1) % len(self.images)
# Override the update method
for
sprite groups
def update(self, dt):
# Call either the time-
or
frame-dependent update method here
# ...
# Load images
for
animation
images = load_images(
"path/to/images"
)
# Create an animated sprite
and
add it to a sprite group
sprite = AnimatedSprite((100, 100), images)
all_sprites = pygame.sprite.Group(sprite)
# Game loop
running = True
while
running:
dt = clock.tick(FPS) / 1000
for
event in pygame.event.get():
if
event.type == pygame.QUIT:
running = False
all_sprites.update(dt)
screen.blit(BACKGROUND_IMAGE, (0, 0))
all_sprites.draw(screen)
pygame.display.update()