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Re: [pygame] Odd problem with lists



Oh, incidentally, I'm not manipulating the base animation lists during
gameplay either, I have them set up this way mainly so I can quickly
add/remove frames if I feel like it.

	-Matt Bailey

Matt Bailey wrote:
> 
> Ah, I see. Right now I'm doing it mainly because the graphics, and rate
> of the game, are still very much undecided, so it's handy to be able to
> change stuff quickly. But I'm also going for extensive mod capability
> (like adding new guns etc), and this is helpful in that area. There's no
> real penalty in performance AFAIK, so I figure why not. And of course it
> makes the code a little easier, which I can always use. ;)
> 
>         -Matt Bailey
> 
> andrew baker wrote:
> >
> > Right on, man.  In my case,  I can't think of any reason to have
> > dynamic animation lists.  I figure that it's better for my program to
> > load up a list of cels during initialization than to do any
> > manipulation during the actual game.