I'm trying to load images in PyGame based on a value, like when the value is 6 it sets the image to be image number 6.
def bar():
global ink
global screen
global barImg
ink = 0
for ink in range(0,100):
barImg = pygame.image.load(f'inkbar\load{ink}.png')
screen.blit(barImg,(100,100))
pygame.display.update()
The value of ink gets changed in another function and I know that part works. Each image is called load0.png, load1.png and so on until 100, but the image never appears on the screen. I have tested putting the image on the screen by commenting out the for loop and just setting barImg to a specific image and it did put the image on the screen.
px, py = pygame.mouse.get_pos()
if pygame.mouse.get_pressed() == (1,0,0):
pygame.draw.rect(screen, (255,255,255), (px,py,10,10))
ink+=0.5
math.ceil(ink)
print(ink)
this is part of a function that allows the user to draw. This part detects mouse click and increases the value of ink. I tried calling bar() underneath the ink increase, but that decreased the rate of drawing.
I have removed the function bar()
ink+=1
math.ceil(ink)
print(ink)
for ink in range(1,100):
barImg = pygame.image.load(f'inkbar\load{ink}.png')
screen.blit(barImg,(100,100))
This is what I have used as a replacement, but now ink does not increase by one, it goes from 1 to 100 immediately, and causes large amounts of lag.
Maybe the images having "load" in the name is messing with something?