def __init__(self, sprites): self._spritelist = [[sprites, sprites.getXPos(), sprites.getYPos()]] #self._spritelist.append([sprites, sprites.getXPos(), sprites.getYPos()]) RenderUpdates.__init__(self, sprites) self.xPos = 0 self.yPos = 0 self.xSize = 0 self.ySize = 0 self.calcPosition() self.calcSize() self.setRelativePositions()
def __init__(self, layer=None, sprites=[]): """Initialize the sprite group. @param layer: L{Screen.Layer} in which the sprite lives. @param sprites: Initial sprite or sequence of sprites in the group. """ self.levels = {0: self} if layer is None: layer = conf.window else: pass self.layer = layer self.screen = layer.screen self.bg = layer.bg RenderUpdates.__init__(self, sprites)
def __init__( self, bgMangr ): RenderUpdates.__init__(self) self.bgMangr = bgMangr self.displayRects = {}
def __init__(self, dimensions: (int, int), *args, **kwargs): RenderUpdates.__init__(self, *args, **kwargs) self.state: Rect = Rect((100, 0), dimensions)
def __init__( self, bgMangr ): RenderUpdates.__init__(self) self.bgMangr = bgMangr
def __init__(self, sprite=()): RenderUpdates.__init__(self, sprite) self.orderedSprites = []
def __init__(self, bgMangr): RenderUpdates.__init__(self) self.bgMangr = bgMangr