Miguel Sicart wrote: > About the physics code - it is the method I learned from Andy Harris' > Game Programming book. I think it's a great book (it put me up to speed > with pygame in about a month), but I guess it is a beginners book after > all. > So what should I do, a function that checks the boundaries? (and same > goes for all the physics checking?) I personally would prefer to structure things as: Sprite keeps a reference to the object it represents. Sprite.update() changes self.rect.center to be object.pos A separate function or class or something changes the velocity of the object and its position as needed. But note that I don't speak with authority here; it's possible that your structure works better for some types of games. (I was developing using an external physics library, Open Dynamics Engine, so I *had* to keep my physics separate in some way.) Ethan
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