• Vile

    @JonB, I tried using scene.t and scene.dt, but I can’t get it working...

    posted in Pythonista read more
  • Vile

    Wait it actually works, I just had the wrong indentation on the update function XD

    Here’s the code:

    from scene import *
    import time
    
    sprite_sheet = [
    Texture('IMG_0227.png').subtexture(Rect(0,0,0.25,1)),
    Texture('IMG_0227.png').subtexture(Rect(0.25,0,0.25,1)),
    Texture('IMG_0227.png').subtexture(Rect(0.5,0,0.25,1)),
    Texture('IMG_0227.png').subtexture(Rect(0.75,0,.25,1)),
    ]
    
    class MyScene (Scene):
        def setup(self):
            self.screen="game"
            self.background_color = 'black'
            self.last_update = time.process_time()
            self.sprite = SpriteNode(sprite_sheet[0],
            scale = 1,
            position = self.size / 2,
            parent = self)
            self.add_child(self.sprite)
            self.n=0
            
        def update(self):
            #self.sprite.texture=sprite_sheet[1]
            current_time = time.process_time()
            if current_time - self.last_update > 0.05:
                self.last_update = current_time
                #modify_the_sprite
                self.sprite.texture=sprite_sheet[self.n]
                self.n=self.n+1
                if self.n > 3:
                    self.n=0
    run(MyScene())
    

    Thanks a lot for your help!

    posted in Pythonista read more
  • Vile

    @pulbrich

    I tried your method, but it seems that anything I put into the update function doesn’t get used...

    Here’s the updated code:

    from scene import *
    import time
    
    sprite_sheet = [
    Texture('IMG_0227.png').subtexture(Rect(0,0,0.25,1)),
    Texture('IMG_0227.png').subtexture(Rect(0.25,0,0.25,1)),
    Texture('IMG_0227.png').subtexture(Rect(0.5,0,0.25,1)),
    Texture('IMG_0227.png').subtexture(Rect(0.75,0,.25,1)),
    ]
    
    class MyScene (Scene):
        def setup(self):
            self.screen="game"
            self.background_color = 'black'
            self.last_update = time.process_time()
            self.sprite = SpriteNode(sprite_sheet[0],
            scale = 1,
            position = self.size / 2,
            parent = self)
            self.add_child(self.sprite)
            n=0
            
            def update(self):
                current_time = time.process_time()
                if current_time - self.last_update > 0.125:
                    self.last_update = current_time
                    #modify_the_sprite
                    self.sprite.texture=sprite_sheet[n]
                    n=n+1
    run(MyScene())
    

    posted in Pythonista read more
  • Vile

    @JonB, I’ve also never used Action.wait before, so I’d appreciate an example of this, thanks.

    Remember, I’m still a noob here lol

    posted in Pythonista read more
  • Vile

    @JonB, I’ve already looked at the game tutorial, where it showed how to animate a walking sequence. However, that method only works when the sprite is changing its position in pixels on the screen, so it will not work for my sprite. This is because my sprite’s position is constantly at the centre of the screen.

    The effect I’m trying to achieve is basically a GIF with a customisable frame speed, which is permanently in exactly the same position at the centre of the screen.

    posted in Pythonista read more
  • Vile

    @pulbrich, could you give an example of how to check that the correct amount of time has passed?

    posted in Pythonista read more
  • Vile

    I have a png file containing 4 frames of a sprite animation sequence, aligned horizontally.

    By checking the forum I found out how to display each frame separately from the same image, by using subtexture(rect), so this isn’t the problem here.

    I want to run a loop during the game screen, which iterates through each frame in the list of image textures taken from the sprite sheet, every 0.125 seconds, so that the sprite is animated at 8 frames per second. This should not prevent other parts of the program from running at the default 60 FPS.

    I do not want to use any functions which pause the entire program, especially not the sleep function from the time module! This is because the sleep function pauses my program and makes everything stop working every few seconds, which is annoying and pointless.

    My sprite’s position is constantly at the centre of the screen, so animation by number of pixels moved (like in the Tutorial Part 3 file in the Game Tutorial folder) will not help.

    Here is my code so far:

    from scene import *
    
    sprite_sheet = [
    Texture('IMG_0227.png').subtexture(Rect(0,0,0.25,1)),
    Texture('IMG_0227.png').subtexture(Rect(0.25,0,0.25,1)),
    Texture('IMG_0227.png').subtexture(Rect(0.5,0,0.25,1)),
    Texture('IMG_0227.png').subtexture(Rect(0.75,0,.25,1)),
    ]
    
    class MyScene (Scene):
        def setup(self):
            self.screen="game"
            self.background_color = 'black'
            self.sprite = SpriteNode(sprite_sheet[0],
            scale = 1,
            position = self.size / 2,
            parent = self)
            self.add_child(self.sprite)
            n=0
            for sprite in sprite_sheet: #i want this to loop infinitely but only during the game screen. i don't want to use while because it crashes the app, probably because the images keep loading and appearing infinitely?
                self.sprite.texture = sprite_sheet[n] #my attempt at iterating through the list of sprite frames.
                n=n+1
                '''wait 0.125 seconds to make sprite change image at 8 frames per second, to make an animation'''
    run(MyScene())
    

    I would appreciate any help, since this is a key part of making a game with working animations.

    posted in Pythonista read more
  • Vile

    @cvp, I edited your code slightly because python was expecting a Node object:

    import scene
    from scene import *
    x,y=get_screen_size()
    class MyScene(Scene):
        def MyTexture(self,image):
            texture = Texture(image)
            texture.filtering_mode=FILTERING_NEAREST
            return texture
        def setup(self):
            self.background_color = '#000000'
            self.pixel = self.MyTexture('pzl:Blue6')
            self.pixelNode = SpriteNode(self.pixel)
            self.pixelNode.position = (x/2,y/2)
            self.add_child(self.pixelNode)
    run(MyScene())
    

    posted in Pythonista read more
  • Vile

    @mikael, thanks for your help!

    Although making a function is longer than one line, this should cut down my production time in the long run.

    posted in Pythonista read more
  • Vile

    Recently I’ve been testing out my 64*64 pixel art with the pythonista scene module (which I’m more comfortable using).

    I have been able to get clear images by individually setting the filtering mode of each imported image to FILTERING_NEAREST, which is a very tedious process.

    Is there a way of setting the filtering mode of all the images in the whole scene to FILTERING_NEAREST, preferably in one line?

    Here’s a short example of my current code:

    import scene
    from scene import *
    
    x,y = get_screen_size()
    
    class MyScene(Scene):
        def setup(self):
            self.background_color = '#000000'
            self.pixel = Texture('GameAssets/lizard_profile.png')
            self.pixel.filtering_mode=FILTERING_NEAREST #imagine copying this for every image. very tedious. but it is the only method that i know which actually works.
            self.pixelNode = SpriteNode(self.pixel)
            self.pixelNode.position = (x/2,y/2)
            self.pixelNode.size = self.pixelNode.size*6 #makes the 64*64 pixel art more visible.
            self.add_child(self.pixelNode)
        
        def update(self):
            filtering_mode=FILTERING_NEAREST #this does not work.
    
    scene.filtering_mode=FILTERING_NEAREST #this also does not work.
    scene.run(MyScene(),orientation=LANDSCAPE,frame_interval=1, anti_alias=False, show_fps=True, multi_touch=True)
    

    If there are no convenient methods for doing this, I’ll have to rescale my images at a higher resolution (although I’d prefer to stick with 64*64 PNGs due to the smaller file sizes).

    posted in Pythonista read more

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