remove all commented out code

This commit is contained in:
Xevion
2020-04-20 03:10:19 -05:00
parent a5fb8347ee
commit fd64fc83c2

View File

@@ -43,25 +43,6 @@ class Player(Mob):
super(Player, self).__init__(*args, **kwargs)
self.animations = PlayerAnimations(SpritePaths.KNIGHT)
self.character_dir = Enums.FRONT_FACING # Face front by default.
# for i in range(4):
# texture = arcade.load_texture(f"{main_path}knight iso char_idle_{i}.png")
# self.idle_textures.append(texture)
#
# # Load textures for running horizontally
# for i in range(6):
# self.walking_textures.append([arcade.load_texture(f"{main_path}knight iso char_run left_{i}.png"),
# arcade.load_texture(f"{main_path}knight iso char_run left_{i}.png",
# mirrored=True)])
#
# # Load textures for running down
# for i in range(5):
# self.down_textures.append(arcade.load_texture(f"{main_path}knight iso char_run down_{i}.png"))
#
# # Load textures for running up
# for i in range(5):
# self.up_textures.append(arcade.load_texture(f"{main_path}knight iso char_run up_{i}.png"))
def update_animation(self, delta_time: float = 1 / 60) -> None:
"""
@@ -69,14 +50,6 @@ class Player(Mob):
:param delta_time: No idea.
"""
# Figure out if we need to flip face left, right, up, or down
# if self.change_x > 0:
# self.character_dir = Enums.LEFT_FACING
# elif self.change_x < 0:
# self.character_dir = Enums.RIGHT_FACING
# elif self.change_x == 0 and self.change_y == 0:
# self.character_dir = Enums.FRONT_FACING
if self.change_x == 0 and self.change_y == 0:
self.texture = next(self.animations.idles)
elif self.change_y > 0: # Up
@@ -88,28 +61,6 @@ class Player(Mob):
elif self.change_x < 0: # Right
self.texture = next(self.animations.left)
# Idle Animation
# if self.change_x == 0 and self.change_y == 0:
# self.cur_texture = (self.cur_texture + 1) % (Config.RUN_UPDATES_PER_FRAME * 3)
# self.texture = self.idle_textures[self.cur_texture // Config.IDLE_UPDATES_PER_FRAME]
# return
#
# # walk up animation
# if self.change_y > 0:
# self.cur_texture = (self.cur_texture + 1) % (Config.RUN_UPDATES_PER_FRAME * 4)
# self.texture = self.up_textures[self.cur_texture // Config.RUN_UPDATES_PER_FRAME]
# return
#
# # walk down animation
# if self.change_y < 0:
# self.cur_texture = (self.cur_texture + 1) % (Config.RUN_UPDATES_PER_FRAME * 4)
# self.texture = self.down_textures[self.cur_texture // Config.RUN_UPDATES_PER_FRAME]
# return
# # Walking left/right animation
# self.cur_texture = (self.cur_texture + 1) % (Config.RUN_UPDATES_PER_FRAME * 5)
# self.texture = self.walking_textures[self.cur_texture // Config.RUN_UPDATES_PER_FRAME][self.character_dir.value]
def tick(self):
"""
While Player objects do not have any AI (they are controlled by the user),