class FlxLayer(FlxCore): def __init__(self): FlxCore.__init__(self) self._children = FlxArray() #@desc Adds a new FlxCore subclass (FlxSprite, FlxBlock, etc) to the list of children #@param Core The object you want to add def add(self, Core): #Layer.add(self,Core) return self._children.add(Core) #@desc Automatically goes through and calls update on everything you added, override this function to handle custom input and perform collisions def update(self): FlxCore.update(self) for i in range(len(self._children)): if ((self._children[i] != None) and self._children[i].exists and self._children[i].active): self._children[i].update() #@desc Automatically goes through and calls render on everything you added, override this loop to do crazy graphical stuffs I guess? def render(self): FlxCore.render(self) for i in range(len(self._children)): if ((self._children[i] != None) and self._children[i].exists and self._children[i].visible): self._children[i].render() #@desc Override this function to handle any deleting or "shutdown" type operations you might need (such as removing traditional Flash children like Sprite objects) def destroy(self): self._children.clear()
class FlxLayer(FlxCore): def __init__(self): FlxCore.__init__(self) self._children = FlxArray(); #@desc Adds a new FlxCore subclass (FlxSprite, FlxBlock, etc) to the list of children #@param Core The object you want to add def add(self,Core): #Layer.add(self,Core) return self._children.add(Core) #@desc Automatically goes through and calls update on everything you added, override this function to handle custom input and perform collisions def update(self): FlxCore.update(self); for i in range( len(self._children)): if((self._children[i] != None) and self._children[i].exists and self._children[i].active): self._children[i].update(); #@desc Automatically goes through and calls render on everything you added, override this loop to do crazy graphical stuffs I guess? def render(self): FlxCore.render(self); for i in range(len(self._children)): if((self._children[i] != None) and self._children[i].exists and self._children[i].visible): self._children[i].render(); #@desc Override this function to handle any deleting or "shutdown" type operations you might need (such as removing traditional Flash children like Sprite objects) def destroy(self): self._children.clear()