Max P wrote:
>
> Ok, here are the essential parts of the sprite class:
class JetSprite(sprite.Sprite, tiles.RectMapCollider):
def __init__(self, spawn_pos):
> super(JetSprite, self).__init__(image='res/jet.png', position
> = spawn_pos)
> ...
> particle = JetSteam()
> self.add(particle, z = -1)
> ...
> self.schedule(self.update)
>
>
I suppose theres also a tilemap somewhere, being that you use
tiles.RectMapCollider ?
> and this is the particle class (no Meteor() any more, but based on
Fireworks(), still with the same effect: two particle streams, on the
> left the correct one with fire.png, on the right the wrong with the
> sprite texture):
>
> class JetSteam( ParticleSystem ):
>
>
[snip]
> The basic parent/child architecture of the application is
> GameScene(ScrollManager(Layer(Sprite(Particle())))).
> Hope that helps, thx.
>
>
Layer is really a ScrollableLayer ?
> Max
>
>
>
Ok, I think the simplest scenario fulfilling your description is
Scene
ScrollManager
RectMapLayer showing the tiles, obtained with
tiles.load('map_fname')
ScrollableLayer
JetSprite
JetSteam
I modified the stock test_tiles.py which has all except the particles adding
a JetSteam to the car, thats test_tiles_1.py.
It worked as expected here, meaning no strange images.
Tested with all combinations of (cocos 0.4.0, cocos trunk r1080) x (pyglet
1.1.4 , pyglet 1.2dev branch default rev 8d20445ae6e2
Just in case I modified further by making SpriteCar mimic the details you
exposed about JetSprite, that was test_tiles_2.py
As before, all worked as expected, no artifacts.
I suggest you try the two scripts.
Do they show the defect ?
If not, there should be some difference between the scripts and your code.
pastebins:
test_tiles_1.py -> http://pastebin.com/1rZP3HLJ
test_tiles_2.py -> http://pastebin.com/FPgqqry9
to run them put into the same directory you have the stock test_tiles.py ,
this way the scripts will find the necessary resources.
--
claudio
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