That sounds like an interesting project. What kind of format will your data 
be in?

The Sprite class does not currently have any public attributes that show 
the animation details, but it *is* possible to access this information. If 
you create a Sprite with an animation, it will have a private attribute 
with the current frame (this attribute will not exist if the sprite uses a 
static image):
>>> sprite = pyglet.sprite.Sprite(img=some_animation)
>>> sprite._frame_index
0

As for animation speed:
If you're creating an animation from a sequence of images, or a sprite 
sheet (ImageGrid), you can specify the animation speed on creation. 
There is not currently a standard way of controlling animation speed after 
creation, but there are some ways you could to it. The trick is that each 
frame in an animation has it's own duration attribute. The Sprite class 
simply plays these frames in order. One way to do it would be to simple 
re-create the animation and update the sprites *image* attribue with the 
new animation. Another way would be to iterate through the animations 
frames, and modify their duration attribute. If you post a little more 
about what you're trying to accomplish, it would be easier to recommend 
something. 

-Ben


On Thursday, January 5, 2017 at 7:15:37 PM UTC+9, Solar Lune wrote:
>
> Hey, there. So, I'm doing work on creating a quick little Python module to 
> auto-load tags and animations in from Aseprite into pyglet, but before I go 
> further, I wanted to confirm: Is there no way to control how quickly a 
> sprite is playing, or know where in the animation a sprite is (apart from 
> when it hits the end of the animation)?
>

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