def _load_room_elements(self, dt=None, initial=False): self.explosions = Explosions(10) self.puffs = Puffs(10) self.last_t = time() self.lasers = Lasers() self.h_well = H_Well(position=(1.0, 1.0, 1.0), color=(0.0, 1.0, 0.0), density=100, life=1.0, fade=0.02, size=40) self.h_well_r1 = H_Well(position=(180, -100, -160), color=(0.0, 1.0, 0.0), density=100, life=1.0, fade=0.02, size=40) self.h_well_b1 = H_Well(position=(-180, 100, 160), color=(0.0, 1.0, 0.0), density=100, life=1.0, fade=0.02, size=40) self.laser_helix = Laser_Glow() self.rLaser = shapes.Laser(self.dimensions.x, 20) #initial loading causes all objects to be populated if initial: for element, kwargs in self.elements: self.add_instance(element, **kwargs) for spawn, kwargs in self.spawn_points: self.add_instance(spawn, **kwargs) else: #only objects that are alterable will be loaded for element, kwargs in self.elements: if element.alterable: self.add_instance(element, **kwargs) for spawn, kwargs in self.spawn_points: if spawn.alterable: self.add_instance(spawn, **kwargs)