Mercurial > skaapsteker
changeset 57:e545236dd8f4
Change back to plain layered updater since everything is dirty all the time. Remove collision print since collisions appear to work.
author | Simon Cross <hodgestar@gmail.com> |
---|---|
date | Sun, 03 Apr 2011 21:40:30 +0200 |
parents | 100e80ed781b |
children | 04e83cf43329 |
files | skaapsteker/physics.py |
diffstat | 1 files changed, 1 insertions(+), 4 deletions(-) [+] |
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--- 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)