'ground.png': load_tile_table('ground.png', MAP_TILE_WIDTH, MAP_TILE_HEIGHT), } SPRITE_CACHE = TileCache(32, 32) sprites = pygame.sprite.RenderUpdates() skelly = [] Unit1 = [] Unit2 = [] Unit1.minX = 0 for pos, tile in level.items.iteritems(): sprite = Sprite(pos, SPRITE_CACHE[tile["sprite"]]) if tile['name'] == 'skeleton': print pos if pos[1] < 12: Unit1.append( (sprite, BRB.Model(4, 3, 3, 4, 4, 1, 2, 2, 9, 2, 1, 10))) else: Unit2.append( (sprite, BRB.Model(4, 3, 3, 4, 4, 1, 2, 2, 9, 2, 1, 10))) skelly.append(sprite) sprites.add(sprite) clock = pygame.time.Clock() background, overlay_dict = level.render() overlays = pygame.sprite.RenderUpdates() sprites.clear(screen, background) sprites.update() dirty = sprites.draw(screen) overlays.draw(screen) pygame.display.update(dirty)