How to use the package¶
Include th package with pygame¶
Import the package¶
After importing pygame
, import the package by doing
import pygame_animations
The name is a bit long, so it’s better if you import it as :
import pygame_animations as anim
Call update_animation
¶
Then, the only thing needed for the package to work is to call
anim.update_animations()
at each frame. It’s better to call it before drawing anything.
Making animations¶
To make an animation, create a pygame_animations.Animation
object and call its start()
method to run it.
Example : move a sprite¶
The following code will move mysprite
to x=200 in 2 seconds :
anim.Animation(mysprite, 2, rect__x=200).start()
mysprite
is the object to animate. In this example, it’s a ``pygame.sprite.Sprite``but you can target any object.
2
is the duration of the animation, in seconds. You can also pass a float, and the duration will be rounded to the millisecond.
rect__x=200
is the property to animate (here mysprite.rect.x
).
Note that the __
replace .
to animate sub-properties, for example a.b.c
becomes a__b__c
.
You can animate as many properties as you want.
Complete example : a “Hello World”¶
import pygame
import pygame_animations as anim
pygame.init()
surface = pygame.display.set_mode((640, 480))
font = pygame.font.SysFont('default', 52)
class MySprite (pygame.sprite.Sprite):
def __init__(self):
super().__init__()
self.image = font.render("Hello, World!", 1, (255, 255, 255))
self.rect = self.image.get_rect()
label = MySprite()
group = pygame.sprite.Group(label)
a = anim.Animation(label, 2, anim.Effects.cubic_in_out, rect__x=640-label.rect.w, rect__y=480-label.rect.h)
clock = pygame.time.Clock()
running = True
while running:
for ev in pygame.event.get():
if ev.type == pygame.QUIT:
running = False
t = pygame.time.get_ticks()
if t>3000 and a.can_run(): # the animation starts after 3 secs
a.start()
anim.update_animations()
surface.fill((0, 0, 0))
group.draw(surface)
pygame.display.flip()
clock.tick(30)
pygame.quit()