Re: There may be a much better way to manage artillery.

2009-05-11 Thread Rhodri James
On Mon, 11 May 2009 22:59:43 +0100, Tobiah wrote: On Mon, 11 May 2009 00:48:25 +0100, Rhodri James wrote: On Mon, 11 May 2009 00:06:34 +0100, Tobiah wrote: [Snippety snip] I wanted the bullets to be responsible for destroying themselves, but a little Googling brought me to points about da

Re: There may be a much better way to manage artillery.

2009-05-11 Thread Tobiah
On Mon, 11 May 2009 00:48:25 +0100, Rhodri James wrote: > On Mon, 11 May 2009 00:06:34 +0100, Tobiah wrote: > > [Snippety snip] > >> I wanted the bullets to be responsible for destroying themselves, but a >> little Googling brought me to points about dangling references and how >> an object is

Re: There may be a much better way to manage artillery.

2009-05-10 Thread draeath
Tobiah wrote: > I'm writing a video game with armed space ships. > I decided to make a class to manage all of the bullets > that may be on the screen at a given time: > > class Bullets(): > > def __init__(self): > self.bullets = [] > > def update(self): >

Re: There may be a much better way to manage artillery.

2009-05-10 Thread Rhodri James
On Mon, 11 May 2009 00:06:34 +0100, Tobiah wrote: [Snippety snip] I wanted the bullets to be responsible for destroying themselves, but a little Googling brought me to points about dangling references and how an object is not allowed (nor does it seem to have the means) to destroy itself. That

There may be a much better way to manage artillery.

2009-05-10 Thread Tobiah
I'm writing a video game with armed space ships. I decided to make a class to manage all of the bullets that may be on the screen at a given time: class Bullets(): def __init__(self): self.bullets = [] def update(self): temp = [] fo