Added update() execution path for Level and Layer
self.position = (x * self.parallax, y * self.parallax)
+ def update(self):
+ for t in self.things:
+ t.update()
+
+
def draw(self):
glPushMatrix()
if self.scale != 1.0:
l.moveTo(x, y)
+ def update(self):
+ for l in self.layers:
+ l.update()
+
+
def draw(self):
for l in self.layers:
l.draw()
self.topbox.bottom = self.position[1] + 72
self.topbox.left = self.position[0] - 31
- if self.topbox.collidepoint(richter.position):
- self.disabled = 120
- richter.bounce()
+
+ # put in future collide event
+ #if self.topbox.collidepoint(richter.position):
+ # self.disabled = 120
+ # richter.bounce()