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Hello, loves!

The split between making the view and running it is working. Now we get to make it a bit more right. Result: quite pleased so far.

Some issues that I’m aware of even before opening the code include; four tests that didn’t survive the DungeonView splitting off the new RealDungeonView class; the class names need “improvement”; and I think we need ...


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Hello, loves!

This exercise has me hooked. I’m still engaged with getting DungeonView pared down until it looks … much better. I’d say perfect, but there is no perfect: only better.

I had a few minutes between taking out the trash and the pizza being ready, so I did a few little changes last evening.

Viz:

Renamed the ContentSpriteMaker née ContentView ...


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Hello, loves!

We’ll remain on the quest to simplify DungeonView a bit longer. I did some things last night, and we’ll do more this morning.

As things stood when last we met, the DungeonView maintained more than one SpriteList, one for floor tiles and — I’ve already forgotten — one or more for content items. With a simple change, now all the sprites are in one...


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Hello, loves!

If there was a feature I wanted, I’d do that. There isn’t, so we’ll look for some more small but significant improvements. Fiddling while Rome burns? Why not?

In a Mastodon exchange involving flying monkeys ( my pretties!) @GeePawHill subtly suggested that if my DungeonView is too hard to test, I might be “doing it wrong”, and that perhaps it’s ...


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Hello, loves!

Just Noticed … a simplification. At least one more instance variable should disappear. I wonder, though …

Last night while waiting for something to happen in the Big Game I thought to glance at the DungeonView init:

class DungeonView(arcade.View): def __init__(self, dungeon, testing=False): if not testing: super().__init__() self.dungeon...

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