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Class: Animation urdpyg/some_sprites.py

For telling which of the frames should be drawn.

Howto use:

a = Animation(...) a.Start()

if a.StillGoing(): new_frame_to_draw = a.NewFrame() if new_frame_to_draw: draw(new_frame_to_draw) else: # old frame to be rendered. pass else: # figure out what to do at end of anim. pass

Methods   
A__nonzero__
GetLengthOfAnim
GetName
GetNumTimesPlayed
NewFrame
SetUpAnimationData
Start
StillGoing
_GetFrameGivenTimeInAnim
__init__
  A__nonzero__ 
A__nonzero__ ( self )

Used to see if the animation is still going.

Exceptions   
"Not implemented"
  GetLengthOfAnim 
GetLengthOfAnim ( self )

  GetName 
GetName ( self )

  GetNumTimesPlayed 
GetNumTimesPlayed ( self )

Returns the number of times the animation has been played.

  NewFrame 
NewFrame ( self )

Returns the frame name if there is a new frame needed for the animation. Otherwise returns 0.

  SetUpAnimationData 
SetUpAnimationData ( self,  animation_data )

Sets up the animation data ready for processing.

  Start 
Start ( self,  loop=1 )

Starts the animation at the beginning.

  StillGoing 
StillGoing ( self )

returns the frame name if still going else, returns 0 if finished.

  _GetFrameGivenTimeInAnim 
_GetFrameGivenTimeInAnim ( self,  time_in_anim )

Returns the frame name we should be rendering given a time in the anim.

  __init__ 
__init__ (
        self,
        animation_data,
        name,
        loop=1,
        )

animation_data - a list of tuples (frame_name, time). The time part says for how long in the animation that the frame should be shown. Must have at least one element.

loop - should the animation loop. If 0 the animation will return the last frame when it gets to the end. If -1 the animation will loop for ever. If non zero the animation will loop that many times.


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This document was automatically generated on Sat Jul 30 12:45:44 2005 by HappyDoc version 2.1