Interactions between elements in between layers
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@ -5,3 +5,4 @@ Links:
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- [doc: Software design](https://docs.google.com/document/d/1GpieqcuPjXC1P-a0mXGLe61XF8xzZ_h2taeojuUqToA/edit#heading=h.a6o0m6lt88hs)
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- [tab: Arbeitspakete](https://docs.google.com/spreadsheets/d/1zyScof0CLPPSmdI0Dq3QWAdLAvyMhk_QFo7VJDFPymk/edit#gid=0)
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- [tab: Levels](https://docs.google.com/spreadsheets/d/1kIfnlJLYZ0p-zY8Jl699yGgnn6wju2nfAVBx9WdDkQI/edit#gid=741912808)
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- [tab: Grafiken](https://docs.google.com/spreadsheets/d/1gT3khuVGXgm-Wk83aEAYn9wOUzQKluHDlfMs6SlZ8KU/edit)
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@ -58,10 +58,11 @@ elif what_to_run == 'physics':
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test_2_sprite.position_scale = PositionScale((10, 80), (1, 1))
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sprite_manager.add_sprite(DrawLayers.OBJECTS, test_2_sprite)
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text_1 = TextLabel("Das ist ein Test", 10, 80, 50, alignment="left")
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text_1 = TextLabel("Frame: 0", 10, 110, 50, alignment="left")
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text_1.position_scale.scale = (0.1, 0.1)
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sprite_manager.add_sprite(DrawLayers.UI, text_1)
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counter = 0
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while True:
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clock.tick(frame_rate)
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@ -77,6 +78,8 @@ elif what_to_run == 'physics':
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if skip:
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continue
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counter += 1
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text_1.set_text(f"Frame: {counter}")
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screen.fill((0, 0, 0))
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sprite_manager.tick(apply_frame_rate(1))
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@ -14,13 +14,13 @@ class PhysicsElementsHandler:
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def __init__(self):
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pass
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def tick_all_layers(self, dt: float, layers: dict[str, list[UiElement]]):
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def tick(self, dt: float, layers: dict[str, list[UiElement]]):
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sprites = []
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for layer in layers:
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self.tick(dt, layers[layer])
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def tick(self, dt: float, sprites: list[UiElement]):
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for sprite in sprites:
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for sprite in layers[layer]:
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sprite.tick(dt)
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if isinstance(sprite, Sprite):
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sprites.append(sprite)
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# handle motion and collisions. To do this:
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# 1. Find all sprites that have collision enabled and store them in a list
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@ -33,7 +33,7 @@ class SpriteManager:
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self.layers[layer].remove(sprite)
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def tick(self, dt: float):
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self.physics_handler.tick_all_layers(dt, self.layers)
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self.physics_handler.tick(dt, self.layers)
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def draw(self, screen: Surface, screen_transform: PositionScale):
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for layer in DrawLayers.DRAW_ORDER:
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