# HG changeset patch # User Simon Cross # Date 1301859630 -7200 # Node ID e545236dd8f4e84a0149d7cdab0a419f3c11d12a # Parent 100e80ed781b518c45d9b495f06e77d3c8cdee81 Change back to plain layered updater since everything is dirty all the time. Remove collision print since collisions appear to work. diff -r 100e80ed781b -r e545236dd8f4 skaapsteker/physics.py --- a/skaapsteker/physics.py Sun Apr 03 21:33:34 2011 +0200 +++ b/skaapsteker/physics.py Sun Apr 03 21:40:30 2011 +0200 @@ -50,7 +50,7 @@ GRAVITY = 9.8 # m/s^2 def __init__(self): - self._all = pygame.sprite.LayeredDirty() + self._all = pygame.sprite.LayeredUpdates() self._mobiles = pygame.sprite.Group() self._gravitators = pygame.sprite.Group() self._last_time = None @@ -81,13 +81,10 @@ sprite.deltap(dt) # check for collisions - print "-------" for sprite1, sprites in pygame.sprite.groupcollide(self._mobiles, self._all, False, False).iteritems(): for sprite2 in sprites: if sprite1 is sprite2: continue - print "Collision! %r (%s), %r (%s)" % (sprite1, id(sprite1), sprite2, id(sprite2)) - print " ", sprite1.rect, sprite2.rect def draw(self, surface): self._all.draw(surface)