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# Blit the image of the current frame onto the surface
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self.surface.blit(self.sprites[0], (0, 0))
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# Create an empty surface to clean the main surface up after updating
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self.empty_surface = pygame.Surface(self.sprites[0].get_size())
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self.empty_surface.fill((225, 0, 225))
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# Pause the animation
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self.playb = True
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# Create the reference to the own animation
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self.copy = Animation
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def play(self):
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"""
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Plays the animation, meaning surface and frame-number get updated over time
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"""
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self.playb = True
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return self
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def pause(self):
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"""
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Pauses the animation.
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"""
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self.playb = False
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return self
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def reset(self):
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"""
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Resets the animation to the first frame without pausing it.
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"""
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# Sets the current sprite to 0:
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self.current_sprite = 0
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# Makes the surface empty:
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self.surface.blit(self.empty_surface, (0, 0))
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# Blit the image of the new frame onto the surface
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self.surface.blit(self.sprites[self.sprite_order[self.current_sprite][0]], (0, 0))
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return self
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def set_spritenr(self, nr):
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"""
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With this function, the current frame can be changed manually.
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"""
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self.current_sprite = nr
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return self
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def set_frames_per_image(self, frames_per_image):
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"""
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With this function, the speed of the animation can be changed.
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The speed is frames per image, so the framerate is 1/speed.
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"""
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# Update the animation-speed:
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self.sprite_order = frames_per_image
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# Make sure self.sprite_order is a list containing the speed for every frame, (convert int to list)
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self.format_sprite_order()
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return self
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def set_colorkey(self, color):
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"""
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Sets the colorkey of all sprites.
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"""
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for sprite in self.sprites:
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sprite.set_colorkey(color)
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return self
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def _custom(self):
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"""
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This function is called at the same time update() is called.
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It is used by classes who inherit from this one to add custom behaviour.
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"""
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pass
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def format_sprite_order(self):
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if type(self.sprite_order) is list:
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if type(self.sprite_order[0]) is tuple:
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# sprite_order is already formatted:
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self.sprite_order = self.sprite_order
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else:
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# sprite_order consists of amounts of frames for sprites:
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self.sprite_order = \
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[(sprite, length) for sprite, length in zip(range(len(self.sprites)), self.sprite_order)]
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else:
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# sprite_order consists of one amount of frames for every sprite:
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self.sprite_order = [(sprite, self.sprite_order) for sprite in range(len(self.sprites))]
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def update(self):
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"""
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This method must be called every frame.
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It updates the entire animation-object.
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"""
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# Execute the custom update method used by inherited classes:
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self._custom()
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# Make sure frames_per_image is a list:
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self.format_sprite_order()
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# If animation is currently playing, increase frame_counter
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if self.playb:
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self.frame_counter += 1
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