Hi, you can use "time-based" animation. animt = 0# actual frame time (int) animf = 0# animation frame (int) fps = 100 clock = pygame.time.Clock() while True: tdelta = clock.tick(fps)# ms from last tick # movement pixels_per_second = 100 m = (tdelta / 1000.0) * pixels_per_second <sprite>.move_ip(0, -m) # image frames image_fps = 2# image_fps > 0 animt += tdelta if animt >= 1000.0/image_fps: animf += 1 .... <sprite>.image = images[animf] On 11/22/2012 01:08 PM, yannisv wrote:
Yes, I am. The problem is when I set the FPS to ~12, and use clock.tick(FPS) inside the loop, that movement looks terrible (as expected). When I set the FPS to 30 or 60, the movement does look better, but the frames change extremely fast. -- View this message in context: http://pygame-users.25799.n6.nabble.com/Pygame-Smooth-Animation-tp346p348.html Sent from the pygame-users mailing list archive at Nabble.com.