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Tactical RPG written in python, using pygame.
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commit e4acff60ecfac436a7c76705de032af884eaf8d8
parent 24d4c3234c0a52c74ff588627679eb7beca0946e
Author: Erik Letson <>
Date:   Sun, 18 Oct 2020 02:53:19 -0500

Some todos added

Diffstat: | 7+++++++
1 file changed, 7 insertions(+), 0 deletions(-)

diff --git a/ b/ @@ -12,6 +12,13 @@ from src import game # 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. # 4. Entities should probably be passed their manager. VGOs probably do not need this. +# 5. There should be a "Bus" subsystem object that is initialized by Game and that is passed to all managers. The bus should be able to handle internal +# errors that arise in inter-manager communication. Additionally, all managers should have an "expose()" method run each frame that exposes their +# important values to the bus (what these specific values are will be particular to the manager, and the actual exposed data should be a dict). Other +# manager objects could access the exposed values by talking to the bus. Additionally, the bus could enumerate all the managers that have been given +# bus access, and could expose these managers to other managers as part of a public list/dict. These features would eliminate the ugly "" +# calls that are popping up all over the code here. +# 6. Get rid of subsystem objects and make Interface a manager. # Initialization of pygame and submodules pygame.mixer.pre_init(44100, -16, 4, 1024)