commit 322282348065f6283419ed2884cd1a0a2ffd270c
parent 8e94cb26b3ced79925b5c31bfec7ad48681f415f
Author: Erik Letson <hmagellan@hmagellan.com>
Date: Sun, 29 Nov 2020 23:49:28 -0600
comment cleanup and fixed face drag glitch
Diffstat:
2 files changed, 1 insertion(+), 10 deletions(-)
diff --git a/main.py b/main.py
@@ -2,12 +2,6 @@ import pygame
from src import game
## GLOBAL TODO:
-# 2. The JSON loading methods are all over the place. Need to decide about whether or not things like units should be defined in individual JSONs and
-# referenced by a big meta JSON or if there should just be many individual JSONs for that. One problem with it is that when saving is implemented
-# there will have to be a way to distinguish between the basic versions of a unit and the ones that are leveled up. Maybe JSONs are not the correct
-# choice altogether. Perhaps there should be one huge save.json file for all changes. If that is so, then there could be several JSONs in the dir
-# located at data/json that are loaded first, then the save.json file is parsed by a save-load subsystem and any changes are applied, at which point
-# the game would be in a loaded state. This seems the ideal solution, and it can be put off a bit.
# 3. Implement the "draw()" functionality of DirtySprite for all VGOs, which will be done in anything that manages a LayeredDirty group, e.g. in the
# EntityManager object.
# 6. Implement the pre-rendered cutscene playing methodology using Pyglet as described here: http://www.sbirch.net/tidbits/pygame_video.html
@@ -22,9 +16,6 @@ from src import game
# by the custom_flags vals. There should be a universal method for creating overlay entities, which you pass values to to determine their
# custom_flags and images, as well as a universal method for fetching entities from the overlay list. Functionally, moving and attacking are
# the same as far as the BoardManager and its overlay, so generalizing this method will probably be very useful when implementing tactics.
-# 9. Animations should not be image-file-specific. Rather, a field should be added to sheets.json entries called "anim" which will point to a
-# specific entry in the anims.json file. These entries can then be generalized for entire classes of spritesheets (in particular for piece sprite
-# sheets). This will require a rewrite of anims.json and a modification to the sheet manager.
# Initialization of pygame and submodules
pygame.mixer.pre_init(44100, -16, 4, 1024)
diff --git a/src/interface.py b/src/interface.py
@@ -207,7 +207,7 @@ class GameInterface(subsystem.GameSubsystem):
ap.facing = FACE_DIR.U
else:
ap.facing = FACE_DIR.D
- ap.set_animation(self.bus.fetch("sheet_manager", "animations")[ap.sheet.name]["stand_" + ap.facing.name], True)
+ ap.set_animation(ap.sheet.animations["stand_" + ap.facing.name], True)
# Scroll camera
if self.game.control_mode in (CTRL_MODES.Turn_Normal, CTRL_MODES.Turn_Select_Move, CTRL_MODES.Turn_Select_Attack):