# HG changeset patch # User Jeremy Thurgood # Date 1302379951 -7200 # Node ID b15b0bd933a5901209b673db6338929473418672 # Parent b48c194c4af9d9beffea3e9aa58930c57a4c7fc4 Fix facing on NPCs and clean up debug prints. diff -r b48c194c4af9 -r b15b0bd933a5 skaapsteker/sprites/base.py --- a/skaapsteker/sprites/base.py Sat Apr 09 22:05:27 2011 +0200 +++ b/skaapsteker/sprites/base.py Sat Apr 09 22:12:31 2011 +0200 @@ -159,7 +159,6 @@ self.setup(**opts) def collided_player(self, player): - print "%s collided with player" % self self.start_attack(player) def update(self): @@ -207,9 +206,7 @@ player.damage(1) # collision damage def damage(self, damage): - print 'Damaged by ', damage self.health -= damage - print 'Monster health', self.health if self.health <= 0: self.kill() @@ -273,7 +270,7 @@ AnimatedGameSprite.__init__(self, pos, **opts) self._layer = Layers.PLAYER - def setup(self, name, world, dsm, state, facing): + def setup(self, name, world, dsm, state, facing=None): self.name = name self.dsm = dialogue.DSM(name, world, dsm, state) self._me = getattr(world.npcs, self.name) @@ -420,11 +417,9 @@ def setup(self, facing, leadsto): self.facing = facing self.leadsto = leadsto - print leadsto def player_action(self, player): - print "Player touched %s" % self from .. import engine, levelscene engine.ChangeScene.post((levelscene.LevelScene, self.leadsto))