This is what I want to do but I'm kinda confused on how to do it, and then use it to make at least a simple pattern.
On Wed, 28 Mar 2007 23:27:50 -0700 "andrew baker" <[EMAIL PROTECTED]> wrote: > I always like to fill a list full of bullet sprites to pull from when > a character is firing and to return to when they are "dead". This > saves a lot of processing power, because you are performing less > instantiation and destruction. The trade-off is in memory, but this > shouldn't be significant. The only other thing I would mention is to > make sure that the bullets in the bullet sprite queue are not calling > their update, as they are inactive until fired. > > On 3/28/07, Damien Miller <[EMAIL PROTECTED]> wrote: > > On Mon, 26 Mar 2007, Charles Christie wrote: > > > > > Well, I'm trying to get my program to fire bullets now. Isn't > > > that great? > > > > > > I think I'm doing it all wrong though... > > > > > > My problem has been that I don't know how to make the program > > > fire bullets. But then I thought, "shouldn't the character be > > > firing the bullets, not the program?" and it's then that I > > > realized why I couldn't do anything. My logic has been completely > > > wrong. Again. Go figure <_< > > > > > > Well, I still don't have images for characters yet and I still > > > have no movement code (I should probably work on that, huh?) but > > > everything else aside from the characters and bullets is done. > > > > A few years ago I wrote some classes for an unfinished game that > > handled guns and bullets. You might find them useful. > > > > http://www.mindrot.org/~djm/private/pyrrhus-snap-20070328.tgz > > > > See gun.py in the distribution. It includes a basic damage system > > and XML schema to describe models. It is nowhere near as capable as > > BulletML (which looks amazing cool) but it is very simple and easy > > to understand. > > > > The game runs, but lacks sound levels, boss logic and lighting > > effects. It requires PyOpenGL. > > > > -d > > > >