Sorry to say ur looking at the wrong file.  Try one of my latest replies w/
an attachement... or http://cleanscript.com/Map/main3.py

On 9/12/07, Michael George <[EMAIL PROTECTED]> wrote:
>
> A much easier approach would simply be:
>
> # draw frame (frame_number % 10)
>
> In fact now that I think about it the way you wrote it isn't even
> correct: frame % 2 == 0 whenever the frame number is even so every other
> frame you'll get frame 9.
>
> --Mike
>
> Lamonte Harris wrote:
> > Nvm I fixed it. :D
> >
> > On 9/11/07, *Lamonte Harris* <[EMAIL PROTECTED]
> > <mailto:[EMAIL PROTECTED]>> wrote:
> >
> >     Okay this is really complicated, it seem like its looping
> >     correctly but the images aren't switching.
> >
> >     On 9/11/07, *Lamonte Harris* < [EMAIL PROTECTED]
> >     <mailto:[EMAIL PROTECTED]>> wrote:
> >
> >         Okay thanks sounds like a plan.
> >
> >
> >         On 9/11/07, *Ian Mallett* <[EMAIL PROTECTED]
> >         <mailto:[EMAIL PROTECTED]>> wrote:
> >
> >             Opps.  That's:
> >
> >             if frame_number%10 == 0: #frame_number is a multiple of ten
> >               #draw frame 1
> >             elif frame_number%9 == 0: #frame_number ends in 9
> >               #draw frame 2
> >             elif frame_number%8 == 0: #frame_number ends in 8
> >               #draw frame 3
> >             elif frame_number%7 == 0: #frame_number ends in 7
> >               #draw frame 4
> >             elif frame_number%6 == 0: #frame_number ends in 6
> >               #draw frame 5
> >             elif frame_number%5 == 0: #frame_number ends in 5
> >               #draw frame 6
> >             elif frame_number%4 == 0: #frame_number ends in 4
> >               #draw frame 7
> >             elif frame_number%3 == 0: #frame_number ends in 3
> >               #draw frame 8
> >             elif frame_number%2 == 0: #frame_number ends in 2
> >               #draw frame 9
> >             else: #frame_number ends in 1
> >               #draw frame 10
> >
> >             Ian
> >
> >
> >
> >
> >
> > ------------------------------------------------------------------------
> >
> > #Lamonte
> > import pygame,sys,string
> > from pygame.locals import *
> > class Block(pygame.sprite.Sprite):
> >       def __init__(self):
> >               pygame.sprite.Sprite.__init__(self)
> > class SpriteSheet:
> >       def __init__(self,image):
> >               self.sprite = pygame.image.load(image).convert()
> >               self.rect = ''
> >               self.imag = ''
> >       def slice(self,rect,key):
> >               rect = Rect(rect)
> >               img = pygame.Surface(rect.size).convert()
> >               img.set_colorkey(key)
> >               img.blit(self.sprite,(0,0),rect)
> >               self.rect = rect
> >               self.imag = img
> > class map_(object):
> >       def __init__(self,block=100,wndow=(300,300)):
> >               self.BLOCK = block
> >               self.size = wndow
> >               self.window = pygame.display.set_mode(self.size)
> >               self.blocks = []
> >               self.map = []
> >               self.ANIMATION = []
> >               self.clock = pygame.time.Clock()
> >               self.frame = 0
> >               pygame.init()
> >       def hex_converter(self,hexcolorcode):
> >               hexcolorcode = hexcolorcode[1:]
> >               red = hexcolorcode[0:2]
> >               red = int(red,16)
> >               blue = hexcolorcode[2:4]
> >               blue = int(blue,16)
> >               green = hexcolorcode[4:6]
> >               green = int(green,16)
> >               return (red,green,blue)
> >       def create_box(self,size,color,rect):
> >               box = Block()
> >               box.image = pygame.Surface((size))
> >               pygame.draw.rect(box.image,color,box.image.get_rect())
> >               box.color = color
> >               box.point = rect
> >               self.blocks.append(box)
> >       def load_text_map(self,map):
> >               file = open(map,"r")
> >               links = file.readlines()
> >               file.close()
> >               x = 0
> >               total = len(links)
> >               k = 0
> >               while k<total:
> >                       self.map.append([])
> >                       k += 1
> >               for i in links:
> >                       i = string.replace(i,"\n","")
> >                       i = i.split(",")
> >                       for e in i:
> >                               self.map[x].append(e)
> >                       x += 1
> >       def render_map(self,aray,dict):
> >               x=0
> >               for e in aray:
> >                       z = 0
> >                       for y in e:
> >                               aray[x][z] = dict[int(y)]
> >                               z += 1
> >                       x += 1
> >               return aray
> >       def main(self):
> >               z = 0
> >               x = 0
> >               y = 0
> >               m = 0
> >               while z < len(self.map):
> >                       q = 0
> >                       while q < len(self.map[z]):
> >                               self.create_box(self.map[z][q][0],self.map
> [z][q][1],(x,y))
> >                               x += self.BLOCK
> >                               q += 1
> >                       x = 0
> >                       y += self.BLOCK
> >                       z += 1
> >               self.draw_box()
> >       def draw_box(self):
> >               g1 = SpriteSheet("player.png")
> >               g2 = SpriteSheet("player.png")
> >               g1.slice((0,0,40,57),(255,255,255))
> >               g2.slice((80,114,40,57),(255,255,255))
> >               self.ANIMATION.append(g1)
> >               self.ANIMATION.append(g2)
> >               print self.ANIMATION
> >               while True:
> >                       for event in pygame.event.get():
> >                               if event.type == pygame.QUIT: sys.exit()
> >                       e = 0
> >                       while e < len(self.blocks):
> >                               self.window.blit(self.blocks[e].image,
> self.blocks[e].point)
> >                               e += 1
> >                       u = 0
> >                       if self.frame > 1:
> >                               self.frame = 0
> >                       print self.frame
> >                       self.window.blit(self.ANIMATION[self.frame
> ].imag,(400,400))
> >                       #print self.ANIMATION[self.frame].imag
> >                       pygame.display.update()
> >                       pygame.display.flip()
> >                       self.clock.tick(2)
> >                       self.frame += 1
> > Map = map_(25,(700,600))
> > tiles = {1 : [(25,25),Map.hex_converter("#E0ECFF")], 2 : [(25,25),
> Map.hex_converter("#B5EDBC")], 3 : [(25,25),Map.hex_converter("#F3E807")]
> }
> > Map.load_text_map("map1.map")
> > Map.render_map(Map.map,tiles)
> > Map.main()
>
>

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