You might be able to restructure your code a little less if you use
generators to simulate coroutines. For example:
def anim1():
for frame in frames:
self.image = frame
yield
def anim2():
for i in range(10):
self.rect.move_ip(0, 10)
yield
anims = [anim1(), anim2()]
while playing:
# handle events
for a in anims:
a.next()
# update screen
I haven't actually used this technique in pygame so I don't know if
it's actually helpful here, but I think it's kind of a cool way of
simulating threads without threads. Anyone else have experience
with designing code this way?
--Mike
Casey Duncan wrote:
You will need a loop that continuously calls methods to update,
draw and refresh the screen. At the top of the loop you could
check for events to see if you need to do anything. Basically
something like:
clock = pygame.time.Clock()
while playing:
for event in pygame.event.get():
handle_event(event)
sprites.update() # update all sprites, including ambient
animation
dirty = sprites.draw(screen)
pygame.display.update(dirty)
pygame.display.flip() # May not be necessary depending on
display config
clock.tick(40) # Limit to 40 fps (set this to whatever you like)
You can also be kinder to the system by inserting a short
time.sleep() in there, but I'll leave that as an exercise for the
reader ;)
-Casey
On Sep 21, 2007, at 11:19 AM, Samuel Mankins wrote:
Hi.
Is there a way to pause one function, but to keep all the others
going? I'm building a 2D RPG, and my current animation function
uses pygame.time.wait(), which is good, but means I can't have
"ambient" animations (Things that move around randomly, like
plants waving in the wind), and I can only have on going at a
time. Does anyone know a way around this?
Thanks!