Package pygsear :: Module Drawable :: Class SpriteGroup |
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## Class SpriteGroup

       object --+
                |
    AbstractGroup --+
                    |
                Group --+
                        |
            RenderUpdates --+
                            |
                           SpriteGroup

Specialized `pygame.sprite.Group` with more functionality.

The main advantage of `SpriteGroup` is that it knows which window its sprites live in and can `draw()` and `clear()` them without needing to pass the screen or background to the functions.

Method Summary
| ``__init__`(self, layer, sprites)` Initialize the sprite group.
| ``add`(self, sprites, level)` Add sprite to group.
| ``change_level`(self, level, to_level)` Change the drawing level.
| ``clear`(self)` Clear all of the sprites in the group to the background.
| ``clear_layer`(self)` Not used at this time.
| ``draw`(self)` draw(surface) draw all sprites onto the surface
| ``draw_visible`(self, surface)` Draw sprites which are not marked hidden
| ``kill`(self)` Call the `kill` method on every sprite in this group, to remove all of the sprites from all of the groups they are in.
| `move(self)`
| `pop(self)`
Inherited from AbstractGroup
| ``__contains__`(self, sprite)`
| ``__iter__`(self)`
| ``__len__`(self)` len(group) number of sprites in group
| ``__nonzero__`(self)`
| ``__repr__`(self)`
| ``add_internal`(self, sprite)`
| ``copy`(self)` copy() copy a group with all the same sprites
| ``empty`(self)` empty() remove all sprites
| ``has`(self, *sprites)` has(sprite or group, ...) ask if group has a sprite or sprites
| ``has_internal`(self, sprite)`
| ``remove`(self, *sprites)` remove(sprite, list, or group, ...) remove sprite from group
| ``remove_internal`(self, sprite)`
| ``sprites`(self)` sprites() get a list of sprites in the group
| ``update`(self, *args)` update(*args) call update for all member sprites
Inherited from object
| ``__delattr__`(...)` x.__delattr__('name') <==> del x.name
| ``__getattribute__`(...)` x.__getattribute__('name') <==> x.name
| ``__hash__`(x)` x.__hash__() <==> hash(x)
| ``__reduce__`(...)` helper for pickle
| ``__reduce_ex__`(...)` helper for pickle
| ``__setattr__`(...)` x.__setattr__('name', value) <==> x.name = value
| ``__str__`(x)` x.__str__() <==> str(x)
Inherited from type
| ``__new__`(T, S, ...)` T.__new__(S, ...) -> a new object with type S, a subtype of T

Instance Variable Summary
| `layer`: `Screen.Layer` in which the sprites live.

Class Variable Summary
Inherited from AbstractGroup
`bool` | `_spritegroup` = `True`

Method Details

### __init__(self, layer=None, sprites=[]) (Constructor) Initialize the sprite group. Parameters: `layer` - `Screen.Layer` in which the sprite lives. `sprites` - Initial sprite or sequence of sprites in the group. Overrides: `pygame.sprite.Group.__init__`

### add(self, sprites, level=0) Add sprite to group. Parameters: `sprites` - Either a single sprite, or a sequence of sprites. `level` - Drawing layer at which to add the sprite. Higher numbers will be drawn after (on top of) lower numbers. Level can be less than 0 to indicate that sprite should be drawn below sprites at the default level. Overrides: `pygame.sprite.AbstractGroup.add`

### change_level(self, level, to_level) Change the drawing level.

### clear(self) Clear all of the sprites in the group to the background. Overrides: `pygame.sprite.AbstractGroup.clear`

### clear_layer(self) Not used at this time.

### draw(self) draw(surface) draw all sprites onto the surface Draws all the sprites onto the given surface. It returns a list of rectangles, which should be passed to pygame.display.update() Overrides: `pygame.sprite.RenderUpdates.draw`

### draw_visible(self, surface=None) Draw sprites which are not marked hidden Looks for a .hidden property on each sprite and does not draw those with hidden True

### kill(self) Call the `kill` method on every sprite in this group, to remove all of the sprites from all of the groups they are in.

Instance Variable Details

### layer `Screen.Layer` in which the sprites live. All `draw()` and `clear()` operations on the sprites will use the layer's `screen` and `bg` `pygame.Surface`s.

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