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Separate render logic and group collision logic in tile_manager.py
tile_manager.py
now renderes tiles and build groups from them (for future collision detection) in the same function. The functionality should be splitted.
Sprite collision bug with vertical and horizontal concurrent move
When a block is hit and both vertical and horizontal moves occur, the hero sprite behaves strangely.
Hero sprite must be erased before updating display
Before calling pygame.display.update(hero.rect)
, the hero.rect
in the previous frame position should be filled with background, otherwise once it is moved, all its previous positions still get rendered in the next display.update
call.
Basically, the solution is explained here:
- Blit a piece of the background over the sprite’s current location, erasing it.
- Append the sprite’s current location rectangle to a list called dirty_rects.
- Move the sprite.
- Draw the sprite at it’s new location.
- Append the sprite’s new location to my dirty_rects list.
- Call display.update(dirty_rects)
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