Well, I'm glad that's overI don't think I could have carried on. I'm completely exhausted. Tomorrow I shall drink copious amounts of beer and try to forget all about ninjas and vectors and texture coordinates.
Sadly the final game is still running poorly, with wonky framerates that even with hours of profiling I haven't been able to completely track down, though I have made huge strides. Pyglet sprites are slow, for one thing: the quad is rebuilt when you set any property - position, opacity, colour, rotation - so I had to use the internal, underscore-prefixed names, to work around this.
According to sloccount:
Total Physical Source Lines of Code (SLOC) = 2,369
Development Effort Estimate, Person-Years (Person-Months) = 0.49 (5.94)
(Basic COCOMO model, Person-Months = 2.4 * (KSLOC**1.05))
I like to think Python lets you do in a week what most developers take 6 months to do (and it's not just that COCOMO is a poor model for small projects).
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