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Re: [pygame] Odd problem with lists



Well, good luck to you.  Welcome to the list.


On Wed, 15 Dec 2004 00:55:08 -0500, Matt Bailey <mattb@xxxxxxxxxx> wrote:
> 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.
> 


-- 
Andrew Ulysses Baker
"failrate"