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https://github.com/n0remac/game-jam-2020.git
synced 2025-12-14 04:09:54 -06:00
make all wall and floor spritelists static, fix docstrinng
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@@ -32,8 +32,8 @@ class Dungeon(object):
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self.level_count = level_count
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self.level_count = level_count
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self.size = size
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self.size = size
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self.floor_list = arcade.SpriteList()
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self.floor_list = arcade.SpriteList(is_static=True)
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self.wall_list = arcade.SpriteList()
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self.wall_list = arcade.SpriteList(is_static=True)
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# center = Level.load_file(1, 1, 'resources/levels/map1/center.json')
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# center = Level.load_file(1, 1, 'resources/levels/map1/center.json')
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# side = Level.load_file(2, 1, 'resources/levels/map1/room.json')
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# side = Level.load_file(2, 1, 'resources/levels/map1/room.json')
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@@ -48,10 +48,10 @@ class Dungeon(object):
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Simple one time function for getting all Wall sprites from all Levels.
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Simple one time function for getting all Wall sprites from all Levels.
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Used by the physics engine during game startup.
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Used by the physics engine during game startup.
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:return: A SpriteList containing all Sprites.
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:return: A SpriteList containing all Wall (Collidable) Sprites.
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"""
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"""
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walls = arcade.SpriteList()
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walls = arcade.SpriteList(is_static=True)
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walls.extend(
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walls.extend(
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list(chain.from_iterable(
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list(chain.from_iterable(
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chain.from_iterable([level.wallSprites for level in column if level is not None]) for column in
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chain.from_iterable([level.wallSprites for level in column if level is not None]) for column in
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@@ -102,8 +102,8 @@ class Level:
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self.sprites = []
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self.sprites = []
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self.structure = []
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self.structure = []
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self.floorSprites = arcade.SpriteList()
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self.floorSprites = arcade.SpriteList(is_static=True)
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self.wallSprites = arcade.SpriteList()
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self.wallSprites = arcade.SpriteList(is_static=True)
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# Tuples containing the Node positions of where walls, floor and entrances are.
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# Tuples containing the Node positions of where walls, floor and entrances are.
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# All positions are generated based on the level's X and Y position, so that all points within
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# All positions are generated based on the level's X and Y position, so that all points within
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