Pygame tutorial | Learn to code with python | Animations and Tile mapping

2 years ago
39

In this tutorial, we will be walking through some animation ideas and functions that can help you better understand how to place things on the screen with Pygame in Python.

Got an error? Compare your code below. Angle brackets aren't allow in description so I will replace them with "less than" and "greater than"

main.py code:
import math

import pygame

win_width = 800
win_height = 600

FPS = 60
tilesize = 32
speed = 32

def get_sprite(sheet, x, y, w, h):
sprite = pygame.Surface([w, h])
sprite.blit(sheet, (0, 0), (x, y, w, h))
sprite.set_colorkey('white')
return sprite

animation_list = [
[0, 0],
[32, 0],
[64, 0],
[96, 0],
[128, 0],
[0, 32],
[32, 32],
[64, 32],
[96, 32],
[128, 32],
]

def main():
pygame.init()
screen = pygame.display.set_mode((win_width, win_height), pygame.SCALED)
pygame.display.set_caption('Animation')
background = pygame.Surface(screen.get_size())
background = background.convert()
background.fill((100, 100, 100))
screen.blit(background, (0, 0))
clock = pygame.time.Clock()
spritesheet = pygame.image.load('numbers.png').convert()
animation_loop = 0
pic_x = 0
pic_y = 0
running = True
while running:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_UP:
pic_y -= speed
elif event.key == pygame.K_DOWN:
pic_y += speed
elif event.key == pygame.K_LEFT:
pic_x -= speed
elif event.key == pygame.K_RIGHT:
pic_x += speed

if animation_loop "less than" 9:
pic = get_sprite(spritesheet, animation_list[math.floor(animation_loop)][0], animation_list[math.floor(animation_loop)][1], tilesize, tilesize)
animation_loop += 1
else:
pic = get_sprite(spritesheet, animation_list[math.floor(animation_loop)][0], animation_list[math.floor(animation_loop)][1], tilesize, tilesize)
animation_loop = 0

max_x = win_width / tilesize
max_y = win_height / tilesize
if pic_y "less than" win_height:
if pic_x "less than" win_width:
pic_x += speed
else:
pic_y += speed
pic_x = 0
else:
pic_x = 0
pic_y = 0
# screen.blit(background, (0, 0))
screen.blit(pic, (pic_x, pic_y))
pygame.display.flip()

if __name__ == '__main__':
main()

#python #pygame #animation

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