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pygame.sprite.Sprite - simple base class for visible game objects | simple base class for visible game objects |
pygame.sprite.Group - container class for many Sprites | container class for many Sprites |
pygame.sprite.RenderUpdates - Group class that tracks dirty updates | Group class that tracks dirty updates |
pygame.sprite.OrderedUpdates - RenderUpdates class that draws Sprites in order of addition | RenderUpdates class that draws Sprites in order of addition |
pygame.sprite.GroupSingle - Group container that holds a single Sprite | Group container that holds a single Sprite |
pygame.sprite.spritecollide - find Sprites in a Group that intersect another Sprite | find Sprites in a Group that intersect another Sprite |
pygame.sprite.groupcollide - find all Sprites that collide between two Groups | find all Sprites that collide between two Groups |
pygame.sprite.spritecollideany - simple test if a Sprite intersects anything in a Group | simple test if a Sprite intersects anything in a Group |
This module contains several simple classes to be used within games. There is the main Sprite class and several Group classes that contain Sprites. The use of these classes is entirely optional when using Pygame. The classes are fairly lightweight and only provide a starting place for the code that is common to most games.
The Sprite class is intended to be used as a base class for the different types of objects in the game. There is also a base Group class that simply stores sprites. A game could create new types of Group classes that operate on specially customized Sprite instances they contain.
The basic Sprite class can draw the Sprites it contains to a Surface. The Group.draw - blit the Sprite images method requires that each Sprite have a Surface.image attribute and a Surface.rect. The Group.clear - draw a background over the Sprites method requires these same attributes, and can be used to erase all the Sprites with background. There are also more advanced Groups: pygame.sprite.RenderUpdates - Group class that tracks dirty updates and pygame.sprite.OrderedUpdates - RenderUpdates class that draws Sprites in order of addition.
Lastly, this module contains several collision functions. These help find sprites inside multiple groups that have intersecting bounding rectangles. To find the collisions, the Sprites are required to have a Surface.rect attribute assigned.
The groups are designed for high efficiency in removing and adding Sprites to them. They also allow cheap testing to see if a Sprite already exists in a Group. A given Sprite can exist in any number of groups. A game could use some groups to control object rendering, and a completely separate set of groups to control interaction or player movement. Instead of adding type attributes or booleans to a derived Sprite class, consider keeping the Sprites inside organized Groups. This will allow for easier lookup later in the game.
Sprites and Groups manage their relationships with the add() and remove() methods. These methods can accept a single or multiple targets for membership. The default initializers for these classes also takes a single or list of targets for initial membership. It is safe to repeatedly add and remove the same Sprite from a Group.
While it is possible to design sprite and group classes that don't derive from the Sprite and AbstractGroup classes below, it is strongly recommended that you extend those when you add a Sprite or Group class.
Sprites are not thread safe. So lock them yourself if using threads.
Sprite.update - method to control sprite behavior | method to control sprite behavior |
Sprite.add - add the sprite to groups | add the sprite to groups |
Sprite.remove - remove the sprite from groups | remove the sprite from groups |
Sprite.kill - remove the Sprite from all Groups | remove the Sprite from all Groups |
Sprite.alive - does the sprite belong to any groups | does the sprite belong to any groups |
Sprite.groups - list of Groups that contain this Sprite | list of Groups that contain this Sprite |
The base class for visible game objects. Derived classes will want to override the Sprite.update - method to control sprite behavior and assign a Sprite.image and Sprite.rect attributes. The initializer can accept any number of Group instances to be added to.
When subclassing the Sprite, be sure to call the base initializer before adding the Sprite to Groups.
The default implementation of this method does nothing; it's just a convenient "hook" that you can override. This method is called by Group.update - call the update method on contained Sprites with whatever arguments you give it.
There is no need to use this method if not using the convenience method by the same name in the Group class.
Any number of Group instances can be passed as arguments. The Sprite will be added to the Groups it is not already a member of.
Any number of Group instances can be passed as arguments. The Sprite will be removed from the Groups it is currently a member of.
The Sprite is removed from all the Groups that contain it. This won't change anything about the state of the Sprite. It is possible to continue to use the Sprite after this method has been called, including adding it to Groups.
Returns True when the Sprite belongs to one or more Groups.
Return a list of all the Groups that contain this Sprite.
Group.sprites - list of the Sprites this Group contains | list of the Sprites this Group contains |
Group.copy - duplicate the Group | duplicate the Group |
Group.add - add Sprites to this Group | add Sprites to this Group |
Group.remove - remove Sprites from the Group | remove Sprites from the Group |
Group.has - test if a Group contains Sprites | test if a Group contains Sprites |
Group.update - call the update method on contained Sprites | call the update method on contained Sprites |
Group.draw - blit the Sprite images | blit the Sprite images |
Group.clear - draw a background over the Sprites | draw a background over the Sprites |
Group.empty - remove all Sprites | remove all Sprites |
A simple container for Sprite objects. This class can be inherited to create containers with more specific behaviors. The constructor takes any number of Sprite arguments to add to the Group. The group supports the following standard Python operations:
in test if a Sprite is contained len the number of Sprites contained bool test if any Sprites are contained iter iterate through all the Sprites
The Sprites in the Group are not ordered, so drawing and iterating the Sprites is in no particular order.
Return a list of all the Sprites this group contains. You can also get an iterator from the group, but you cannot iterator over a Group while modifying it.
Creates a new Group with all the same Sprites as the original. If you have subclassed Group, the new object will have the same (sub-)class as the original. This only works if the derived class's constructor takes the same arguments as the Group class's.
Add any number of Sprites to this Group. This will only add Sprites that are not already members of the Group.
Each sprite argument can also be a iterator containing Sprites.
Remove any number of Sprites from the Group. This will only remove Sprites that are already members of the Group.
Each sprite argument can also be a iterator containing Sprites.
Return True if the Group contains all of the given sprites. This is similar to using the "in" operator on the Group ("if sprite in group: ..."), which tests if a single Sprite belongs to a Group.
Each sprite argument can also be a iterator containing Sprites.
Calls the update() method on all Sprites in the Group. The base Sprite class has an update method that takes any number of arguments and does nothing. The arguments passed to Group.update - call the update method on contained Sprites will be passed to each Sprite.
There is no way to get the return value from the Sprite.update - method to control sprite behavior methods.
Draws the contained Sprites to the Surface argument. This uses the Sprite.image attribute for the source surface, and Sprite.rect for the position.
The Group does not keep sprites in any order, so the draw order is arbitrary.
Erases the Sprites used in the last Group.draw - blit the Sprite images call. The destination Surface is cleared by filling the drawn Sprite positions with the background.
The background is usually a Surface image the same dimensions as the destination Surface. However, it can also be a callback function that takes two arguments; the destination Surface and an area to clear. The background callback function will be called several times each clear.
Here is an example callback that will clear the Sprites with solid red:
def clear_callback(surf, rect): color = 255, 0, 0 surf.fill(color, rect)
Removes all Sprites from this Group.
RenderUpdates.draw - blit the Sprite images and track changed areas | blit the Sprite images and track changed areas |
This class is derived from pygame.sprite.Group - container class for many Sprites. It has an extended draw() method that tracks the changed areas of the screen.
Draws all the Sprites to the surface, the same as Group.draw - blit the Sprite images. This method also returns a list of Rectangular areas on the screen that have been changed. The returned changes include areas of the screen that have been affected by previous Group.clear - draw a background over the Sprites calls.
The returned Rect list should be passed to pygame.display.update - update portions of the screen for software displays. This will help performance on software driven display modes. This type of updating is usually only helpful on destinations with non-animating backgrounds.
This class derives from pygame.sprite.RenderUpdates - Group class that tracks dirty updates. It maintains the order in which the Sprites were added to the Group for rendering. This makes adding and removing Sprites from the Group a little slower than regular Groups.
The GroupSingle container only holds a single Sprite. When a new Sprite is added, the old one is removed.
There is a special property, GroupSingle.sprite, that accesses the Sprite that this Group contains. It can be None when the Group is empty. The property can also be assigned to add a Sprite into the GroupSingle container.
Return a list containing all Sprites in a Group that intersect with another Sprite. Intersection is determined by comparing the Sprite.rect attribute of each Sprite.
The dokill argument is a boolean. If set to True, all Sprites that collide will be removed from the Group.
This will find intersections between all the Sprites in two groups. Intersection is determined by comparing the Sprite.rect attribute of each Sprite.
Every Sprite inside group1 is added to the return dictionary. The value for each item is the list of Sprites in group2 that intersect.
If either dokill argument is True, the intersecting Sprites will be removed from their respective Group.
Test if the given Sprite intersects with any Sprites in a Group. Intersection is determined by comparing of the Sprite.rect attribute of each Sprite.
This collision test can be faster than pygame.sprite.spritecollide - find Sprites in a Group that intersect another Sprite since it has less work to do.