Added some Comments.
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1 changed files with 7 additions and 3 deletions
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@ -4,9 +4,13 @@ import os
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from sprite_stacking_engine.settings import *
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from sprite_stacking_engine.settings import *
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class Cache:
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class Cache: # the engine uses a cache so it doesnt have to calculate everything from start at every frame -
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# (the cache also contains all the code for rendering the objects)
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def __init__(self):
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def __init__(self):
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self.stacked_sprite_cache = {}
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self.stacked_sprite_cache = {} # dict to store the sprites in
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# limit angles so it doesnt have to store a sprite for every degree because it doesnt need 360 viewing angles -
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# for a smooth looking rotation (180 angles is default, it needs half the RAM and still looks smooth)
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self.viewing_angle = 360 // NUM_ANGLES
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self.viewing_angle = 360 // NUM_ANGLES
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self.outline_thickness = 2
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self.outline_thickness = 2
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self.get_stacked_sprite_cache()
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self.get_stacked_sprite_cache()
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@ -22,7 +26,7 @@ class Cache:
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self.run_prerender(object_name, layer_array, attrs) # render the sprites into one 3d looking sprite
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self.run_prerender(object_name, layer_array, attrs) # render the sprites into one 3d looking sprite
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for object_name in ANIMATED_SPRITE_ATTRS: # loop through all animated sprites and do the same as in the first -
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for object_name in ANIMATED_SPRITE_ATTRS: # loop through all animated sprites and do the same as in the first -
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self.stacked_sprite_cache[object_name] = { # loop but for every frame
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self.stacked_sprite_cache[object_name] = { # loop but for every frame of the animation
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"frames": {}
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"frames": {}
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}
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}
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