Hi!
I wanted to give a short video on how far I came with your great help
so that you can see that your time wasnt in vain that that now there
is one more out there that actively dives into pyglet :).

http://rabenfrost.net/josch/heroes/moving.ogg
 o animated water tiles
 o moving by keyboard (even diagonally) and by dragging the mouse

I decided not to use the resource module but to manually use a
TextureAtlas that is just big enough to hold all the water tiles
(384x416 px for 156images) with their animation frames.
This way I can do animation by just changing the texture coordinates
in the vertex lists without any additional effort (for example without
checking if the next animation frame is still in the same texture as
the last).

Now I'm gonna wrap everything up in nice pythonic classes and stuff
and add the other layers.

It's amazing how much I learned the past three days!

cheers

josch

On Sep 11, 3:57 am, Richard Jones <[EMAIL PROTECTED]> wrote:
> On Thu, 11 Sep 2008, josch wrote:
> > as for the cocos tile engine:
> >  - cocos uses sprites to draw the batch (what i was told and
> > experienced is slower than using vertex lists)
>
> The pyglet Sprites used by the cocos tile engine use vertex lists underneath -
> approximately as fast as implementing a direct-to-vertex-list approach, with
> a small overhead when the visible tiles set changes. It has the benefit that
> it can use animated tiles through the standard pyglet Sprite animation
> mechanism (I believe, I've not actually tried to use them).
>
>     Richard
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