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(-) [+]
line wrap: on
line diff
--- 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)