[Author Prev][Author Next][Thread Prev][Thread Next][Author Index][Thread Index]
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.