Mercurial > nagslang
changeset 548:b0c5f032eb9d
Tweak terrain render creation logic
author | Neil Muller <drnlmuller@gmail.com> |
---|---|
date | Sat, 07 Sep 2013 21:48:42 +0200 |
parents | 39fa88b48531 |
children | f868a8592432 |
files | nagslang/game_object.py |
diffstat | 1 files changed, 10 insertions(+), 3 deletions(-) [+] |
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line diff
--- a/nagslang/game_object.py Sat Sep 07 21:46:48 2013 +0200 +++ b/nagslang/game_object.py Sat Sep 07 21:48:42 2013 +0200 @@ -626,6 +626,12 @@ self._ticks = 0 self.shape.collision_type = COLLISION_TYPE_SWITCH self.shape.sensor = True + renderer = self._fix_image(outline) + super(HostileTerrain, self).__init__( + SingleShapePhysicser(space, self.shape), + renderer) + + def _fix_image(self, outline): if len(self.tiles) > 1: tile_images = [resources.get_image('tiles', x) for x in self.tiles] @@ -636,9 +642,10 @@ tile_image = resources.get_image('tiles', self.tiles[0]) renderer = render.TiledRenderer(outline, tile_image, self.tile_alpha) - super(HostileTerrain, self).__init__( - SingleShapePhysicser(space, self.shape), - renderer) + return renderer + + def update_image(self, new_outline): + self.renderer = self._fix_image(new_outline) def collide_with_protagonist(self, protagonist): # We're called every frame we're colliding, so