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- import pygame, sys, glob
- from pygame import *
- h = 400
- w = 800
- screen = pygame.display.set_mode((w,h))
- clock = pygame.time.Clock()
- class player:
- def __init__(self):
- self.x = 200
- self.y = 300
- self.initial = 300
- self.ani_speed_init = 3
- self.ani_speed = self.ani_speed_init
- self.ani = glob.glob("p1_walk0*.png")
- self.ani.sort()
- self.ani_pos = 0
- self.ani_max = len(self.ani) - 1
- self.img = pygame.image.load(self.ani[0])
- self.update(0)
- self.max = 380
- def update(self, pos):
- if pos == 1 or pos == -1:
- self.ani_speed -= 1
- self.x += pos
- if self.ani_speed == 0:
- self.img = pygame.image.load(self.ani[self.ani_pos])
- self.ani_speed = self.ani_speed_init
- if self.ani_pos == self.ani_max:
- self.ani_pos = 0
- else:
- self.ani_pos += 1
- if pos == 2:
- self.y = max(200, self.y - 80)
- if pos == -2:
- self.y = min(self.initial, self.y + 5)
- screen.blit(self.img,(self.x,self.y))
- player1 = player()
- pos = 0
- testkey = 0
- while 1:
- screen.fill((0,0,0))
- clock.tick(60)
- for event in pygame.event.get():
- if event.type == pygame.QUIT:
- pygame.quit()
- sys.exit()
- elif event.type == KEYDOWN and event.key == K_LEFT:
- pos = -1
- elif event.type == KEYUP and event.key == K_LEFT:
- pos = 0
- elif event.type == KEYDOWN and event.key == K_RIGHT:
- pos = 1
- elif event.type == KEYUP and event.key == K_RIGHT:
- pos = 0
- elif event.type == KEYDOWN and event.key == K_SPACE:
- pos = 2
- elif event.type == KEYUP and event.key == K_SPACE:
- pos = -2
- player1.update(pos)
- pygame.display.update()
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