usersprites
index
/home/gerrit/cvs/brian/usersprites.py

#/usr/bin/python -tt

 
Modules
       
DataServer
basesprites
pygame
util

 
Classes
       
basesprites.Bullet(basesprites.Harmful)
PlayerBullet
basesprites.Enemy(basesprites.Creature, basesprites.Harmful)
Scary
basesprites.Exit(basesprites.Sprite)
NormalExit
basesprites.Fire(basesprites.Harmful)
SimpleFire
basesprites.Player(basesprites.Creature, basesprites.Shooting)
Brian
basesprites.Powerup(basesprites.Sprite)
Bear
Lolly
basesprites.Wall(basesprites.Sprite)
SimpleWall

 
class Bear(basesprites.Powerup)
    
Method resolution order:
Bear
basesprites.Powerup
basesprites.Sprite
pygame.sprite.Sprite
__builtin__.object

Methods defined here:
setimage(self)

Data and other attributes defined here:
ammo = 2
points = 250

Methods inherited from basesprites.Powerup:
allowcollision(self, sprite)
oncollide(self, other)
Handle collision with sprite.

Data and other attributes inherited from basesprites.Powerup:
allgroups = (<Group(0 sprites)>,)
persistant = True
priority = 70
required = ['points', 'ammo']

Methods inherited from basesprites.Sprite:
__cmp__(self, other)
Drawn in this order
__getstate__(self)
Alters the __dict__ so it can be Pickled
__init__(self, level, startpos, *args)
Initializes Sprite class.
 
The first argument should be a Level instance. Usually, this is done
by Level.addsprite, and this method doesn't need to be called directly.
 
The second argument is the starting position.
 
All arguments from the third argument upwards are sprite specific
arguments, like their size or their path. This should be documented
in their respective docstrings.
__repr__(self)
__setstate__(self, arg)
Reverse of __getstate__
behindwall(self)
True if this sprite is behind a wall
collideswith(self)
Returns a set of all objects this sprite collides with.
docollisions(self)
Posts events for all collisions and return information for redrawing.
kill(self)
Kills the sprite and removes the sprite from level.
setrects(self, pos)
Initializes outerrect and innerrect.
 
This method must be called after setimage
update(self)
Updates the sprite for internal usage. Should be called once
per frame. This is done by groups.ControlledGroup.update
updatepg(self)
Update PlacedGroup memberships if necessary.

Properties inherited from basesprites.Sprite:
image
Return the correct image.
 
        If self._image is a Surface, it is returned.
        
        If it is an instance of ImageServer, the correct image is searched.
        This finds place according to the following rules:
 
        The direction are checked in the following order: first, the
        current direction. Then, if applicable, the components of the
        current direction. Then the centered direction. Then the previous
        direction and its components. Finally, all other directions are
        checked from NW to SE.
 
        If this is the first frame of dir, and im.<dir>[0][0] exists, it
        is returned. If 0 <= fm < len(im.<dir>[1]) (1 if im.<dir>[0][0]
        exists) the appropiate frame is shown (im.<dir>[1][fm]). If fm >
        len(im.<dir>[1]), and im.<dir>[2][0] exists, im.<dir>[2][0] is
        returned. If im.<dir>[2][0] does not exist,
        im.<dir>[fm % len(im.<dir>[1])] is shown.
 
        Note: all items beyond the first of im.<dir>[0 or 2] are ignored.
        
get = get(self)
set = set(self, im)
delete = del_(self)
info
All groups a sprite is member of and required attributes.
get = get(self)

Data and other attributes inherited from basesprites.Sprite:
collisions = Set([])
lastbehind = False
offset = (0, 0, 0, 0)
pgrects = []
pgs = []
pgtotalrect = <rect(0, 0, 0, 0)>
varsize = False

Methods inherited from pygame.sprite.Sprite:
add(self, group)
add(group)
add a sprite to container
 
Add the sprite to a group or sequence of groups.
add_internal(self, group)
alive(self)
alive() -> bool
ask the life of a sprite
 
Returns true if this sprite is a member of any groups.
groups(self)
groups() -> list
list used sprite containers
 
Returns a list of all the groups that contain this
sprite.
remove(self, group)
remove(group)
remove a sprite from container
 
Remove the sprite from a group or sequence of groups.
remove_internal(self, group)

Data and other attributes inherited from pygame.sprite.Sprite:
__dict__ = <dictproxy object>
dictionary for instance variables (if defined)
__weakref__ = <attribute '__weakref__' of 'Sprite' objects>
list of weak references to the object (if defined)

 
class Brian(basesprites.Player)
    
Method resolution order:
Brian
basesprites.Player
basesprites.Creature
basesprites.Shooting
basesprites.Sprite
pygame.sprite.Sprite
__builtin__.object

Methods defined here:
getbullet(self)
setimage(self)

Data and other attributes defined here:
ammo = 10
canshoot = True
lives = 1
mass = 10
power = 230
score = 0
size = (50, 50)
speed = [9, 11]

Methods inherited from basesprites.Player:
__cmp__(self, other)
allowcollision(self, spr)
control(self, keys)
Called by groups.ControlledGroup.
oncollide(self, item)
Handles collision with item.
takelive(self)
update(self)

Data and other attributes inherited from basesprites.Player:
allgroups = (<GroupSingle(0 sprites)>,)
changes = True
level_completed = False
living = True
path = <Path.Path object>
priority = 30
required = ['score']

Methods inherited from basesprites.Creature:
__init__(self, *args)
adjustmove(self, speed)
adjustmove(speed) --> (speed, walls)
 
Returns a tuple of the true offset moved and the walls
which prevent it from moving the amount ordered. The true offset
moved is also influenced by the speed, which is an instance
attribute (speed).
move(self, dir)
Move according to given direction. Called by .control().
setplatform(self)
Sets the platform attribute.
shouldfall(self)
Tells whether sprite should fall.
standon(self, wall)

Data and other attributes inherited from basesprites.Creature:
dir = [0, 0]
persistant = True
platform = None
prevdir = [0, 0]

Methods inherited from basesprites.Shooting:
shoot(self, direction)
Shoots getbullet() in direction (self.speed if omitted).

Data and other attributes inherited from basesprites.Shooting:
shootframe = -2147483647

Methods inherited from basesprites.Sprite:
__getstate__(self)
Alters the __dict__ so it can be Pickled
__repr__(self)
__setstate__(self, arg)
Reverse of __getstate__
behindwall(self)
True if this sprite is behind a wall
collideswith(self)
Returns a set of all objects this sprite collides with.
docollisions(self)
Posts events for all collisions and return information for redrawing.
kill(self)
Kills the sprite and removes the sprite from level.
setrects(self, pos)
Initializes outerrect and innerrect.
 
This method must be called after setimage
updatepg(self)
Update PlacedGroup memberships if necessary.

Properties inherited from basesprites.Sprite:
image
Return the correct image.
 
        If self._image is a Surface, it is returned.
        
        If it is an instance of ImageServer, the correct image is searched.
        This finds place according to the following rules:
 
        The direction are checked in the following order: first, the
        current direction. Then, if applicable, the components of the
        current direction. Then the centered direction. Then the previous
        direction and its components. Finally, all other directions are
        checked from NW to SE.
 
        If this is the first frame of dir, and im.<dir>[0][0] exists, it
        is returned. If 0 <= fm < len(im.<dir>[1]) (1 if im.<dir>[0][0]
        exists) the appropiate frame is shown (im.<dir>[1][fm]). If fm >
        len(im.<dir>[1]), and im.<dir>[2][0] exists, im.<dir>[2][0] is
        returned. If im.<dir>[2][0] does not exist,
        im.<dir>[fm % len(im.<dir>[1])] is shown.
 
        Note: all items beyond the first of im.<dir>[0 or 2] are ignored.
        
get = get(self)
set = set(self, im)
delete = del_(self)
info
All groups a sprite is member of and required attributes.
get = get(self)

Data and other attributes inherited from basesprites.Sprite:
collisions = Set([])
lastbehind = False
offset = (0, 0, 0, 0)
pgrects = []
pgs = []
pgtotalrect = <rect(0, 0, 0, 0)>
varsize = False

Methods inherited from pygame.sprite.Sprite:
add(self, group)
add(group)
add a sprite to container
 
Add the sprite to a group or sequence of groups.
add_internal(self, group)
alive(self)
alive() -> bool
ask the life of a sprite
 
Returns true if this sprite is a member of any groups.
groups(self)
groups() -> list
list used sprite containers
 
Returns a list of all the groups that contain this
sprite.
remove(self, group)
remove(group)
remove a sprite from container
 
Remove the sprite from a group or sequence of groups.
remove_internal(self, group)

Data and other attributes inherited from pygame.sprite.Sprite:
__dict__ = <dictproxy object>
dictionary for instance variables (if defined)
__weakref__ = <attribute '__weakref__' of 'Sprite' objects>
list of weak references to the object (if defined)

 
class Lolly(basesprites.Powerup)
    
Method resolution order:
Lolly
basesprites.Powerup
basesprites.Sprite
pygame.sprite.Sprite
__builtin__.object

Methods defined here:
setimage(self)

Data and other attributes defined here:
ammo = 2
points = 100

Methods inherited from basesprites.Powerup:
allowcollision(self, sprite)
oncollide(self, other)
Handle collision with sprite.

Data and other attributes inherited from basesprites.Powerup:
allgroups = (<Group(0 sprites)>,)
persistant = True
priority = 70
required = ['points', 'ammo']

Methods inherited from basesprites.Sprite:
__cmp__(self, other)
Drawn in this order
__getstate__(self)
Alters the __dict__ so it can be Pickled
__init__(self, level, startpos, *args)
Initializes Sprite class.
 
The first argument should be a Level instance. Usually, this is done
by Level.addsprite, and this method doesn't need to be called directly.
 
The second argument is the starting position.
 
All arguments from the third argument upwards are sprite specific
arguments, like their size or their path. This should be documented
in their respective docstrings.
__repr__(self)
__setstate__(self, arg)
Reverse of __getstate__
behindwall(self)
True if this sprite is behind a wall
collideswith(self)
Returns a set of all objects this sprite collides with.
docollisions(self)
Posts events for all collisions and return information for redrawing.
kill(self)
Kills the sprite and removes the sprite from level.
setrects(self, pos)
Initializes outerrect and innerrect.
 
This method must be called after setimage
update(self)
Updates the sprite for internal usage. Should be called once
per frame. This is done by groups.ControlledGroup.update
updatepg(self)
Update PlacedGroup memberships if necessary.

Properties inherited from basesprites.Sprite:
image
Return the correct image.
 
        If self._image is a Surface, it is returned.
        
        If it is an instance of ImageServer, the correct image is searched.
        This finds place according to the following rules:
 
        The direction are checked in the following order: first, the
        current direction. Then, if applicable, the components of the
        current direction. Then the centered direction. Then the previous
        direction and its components. Finally, all other directions are
        checked from NW to SE.
 
        If this is the first frame of dir, and im.<dir>[0][0] exists, it
        is returned. If 0 <= fm < len(im.<dir>[1]) (1 if im.<dir>[0][0]
        exists) the appropiate frame is shown (im.<dir>[1][fm]). If fm >
        len(im.<dir>[1]), and im.<dir>[2][0] exists, im.<dir>[2][0] is
        returned. If im.<dir>[2][0] does not exist,
        im.<dir>[fm % len(im.<dir>[1])] is shown.
 
        Note: all items beyond the first of im.<dir>[0 or 2] are ignored.
        
get = get(self)
set = set(self, im)
delete = del_(self)
info
All groups a sprite is member of and required attributes.
get = get(self)

Data and other attributes inherited from basesprites.Sprite:
collisions = Set([])
lastbehind = False
offset = (0, 0, 0, 0)
pgrects = []
pgs = []
pgtotalrect = <rect(0, 0, 0, 0)>
varsize = False

Methods inherited from pygame.sprite.Sprite:
add(self, group)
add(group)
add a sprite to container
 
Add the sprite to a group or sequence of groups.
add_internal(self, group)
alive(self)
alive() -> bool
ask the life of a sprite
 
Returns true if this sprite is a member of any groups.
groups(self)
groups() -> list
list used sprite containers
 
Returns a list of all the groups that contain this
sprite.
remove(self, group)
remove(group)
remove a sprite from container
 
Remove the sprite from a group or sequence of groups.
remove_internal(self, group)

Data and other attributes inherited from pygame.sprite.Sprite:
__dict__ = <dictproxy object>
dictionary for instance variables (if defined)
__weakref__ = <attribute '__weakref__' of 'Sprite' objects>
list of weak references to the object (if defined)

 
class NormalExit(basesprites.Exit)
    
Method resolution order:
NormalExit
basesprites.Exit
basesprites.Sprite
pygame.sprite.Sprite
__builtin__.object

Methods defined here:
oncollide(self, other)
setimage(self)

Data and other attributes defined here:
offset = (5, 5, 5, 5)

Methods inherited from basesprites.Exit:
allowcollision(self, sprite)

Data and other attributes inherited from basesprites.Exit:
allgroups = (<Group(0 sprites)>,)
persistant = True
priority = 20
required = []

Methods inherited from basesprites.Sprite:
__cmp__(self, other)
Drawn in this order
__getstate__(self)
Alters the __dict__ so it can be Pickled
__init__(self, level, startpos, *args)
Initializes Sprite class.
 
The first argument should be a Level instance. Usually, this is done
by Level.addsprite, and this method doesn't need to be called directly.
 
The second argument is the starting position.
 
All arguments from the third argument upwards are sprite specific
arguments, like their size or their path. This should be documented
in their respective docstrings.
__repr__(self)
__setstate__(self, arg)
Reverse of __getstate__
behindwall(self)
True if this sprite is behind a wall
collideswith(self)
Returns a set of all objects this sprite collides with.
docollisions(self)
Posts events for all collisions and return information for redrawing.
kill(self)
Kills the sprite and removes the sprite from level.
setrects(self, pos)
Initializes outerrect and innerrect.
 
This method must be called after setimage
update(self)
Updates the sprite for internal usage. Should be called once
per frame. This is done by groups.ControlledGroup.update
updatepg(self)
Update PlacedGroup memberships if necessary.

Properties inherited from basesprites.Sprite:
image
Return the correct image.
 
        If self._image is a Surface, it is returned.
        
        If it is an instance of ImageServer, the correct image is searched.
        This finds place according to the following rules:
 
        The direction are checked in the following order: first, the
        current direction. Then, if applicable, the components of the
        current direction. Then the centered direction. Then the previous
        direction and its components. Finally, all other directions are
        checked from NW to SE.
 
        If this is the first frame of dir, and im.<dir>[0][0] exists, it
        is returned. If 0 <= fm < len(im.<dir>[1]) (1 if im.<dir>[0][0]
        exists) the appropiate frame is shown (im.<dir>[1][fm]). If fm >
        len(im.<dir>[1]), and im.<dir>[2][0] exists, im.<dir>[2][0] is
        returned. If im.<dir>[2][0] does not exist,
        im.<dir>[fm % len(im.<dir>[1])] is shown.
 
        Note: all items beyond the first of im.<dir>[0 or 2] are ignored.
        
get = get(self)
set = set(self, im)
delete = del_(self)
info
All groups a sprite is member of and required attributes.
get = get(self)

Data and other attributes inherited from basesprites.Sprite:
collisions = Set([])
lastbehind = False
pgrects = []
pgs = []
pgtotalrect = <rect(0, 0, 0, 0)>
varsize = False

Methods inherited from pygame.sprite.Sprite:
add(self, group)
add(group)
add a sprite to container
 
Add the sprite to a group or sequence of groups.
add_internal(self, group)
alive(self)
alive() -> bool
ask the life of a sprite
 
Returns true if this sprite is a member of any groups.
groups(self)
groups() -> list
list used sprite containers
 
Returns a list of all the groups that contain this
sprite.
remove(self, group)
remove(group)
remove a sprite from container
 
Remove the sprite from a group or sequence of groups.
remove_internal(self, group)

Data and other attributes inherited from pygame.sprite.Sprite:
__dict__ = <dictproxy object>
dictionary for instance variables (if defined)
__weakref__ = <attribute '__weakref__' of 'Sprite' objects>
list of weak references to the object (if defined)

 
class PlayerBullet(basesprites.Bullet)
    
Method resolution order:
PlayerBullet
basesprites.Bullet
basesprites.Harmful
basesprites.Sprite
pygame.sprite.Sprite
__builtin__.object

Methods defined here:
setimage(self)

Data and other attributes defined here:
lifetime = 50
reloadtime = 10
speed = [30, 30]

Methods inherited from basesprites.Bullet:
__init__(self, *args)
allowcollision(self, sprite)
expired(self)
Returns True if the bullet has been expired.
oncollide(self, other)
Handle collision with sprite.
update(self)

Data and other attributes inherited from basesprites.Bullet:
allgroups = (<Group(0 sprites)>,)
changes = True
persistant = False
priority = 10
required = ['speed', 'lifetime', 'reloadtime']

Methods inherited from basesprites.Sprite:
__cmp__(self, other)
Drawn in this order
__getstate__(self)
Alters the __dict__ so it can be Pickled
__repr__(self)
__setstate__(self, arg)
Reverse of __getstate__
behindwall(self)
True if this sprite is behind a wall
collideswith(self)
Returns a set of all objects this sprite collides with.
docollisions(self)
Posts events for all collisions and return information for redrawing.
kill(self)
Kills the sprite and removes the sprite from level.
setrects(self, pos)
Initializes outerrect and innerrect.
 
This method must be called after setimage
updatepg(self)
Update PlacedGroup memberships if necessary.

Properties inherited from basesprites.Sprite:
image
Return the correct image.
 
        If self._image is a Surface, it is returned.
        
        If it is an instance of ImageServer, the correct image is searched.
        This finds place according to the following rules:
 
        The direction are checked in the following order: first, the
        current direction. Then, if applicable, the components of the
        current direction. Then the centered direction. Then the previous
        direction and its components. Finally, all other directions are
        checked from NW to SE.
 
        If this is the first frame of dir, and im.<dir>[0][0] exists, it
        is returned. If 0 <= fm < len(im.<dir>[1]) (1 if im.<dir>[0][0]
        exists) the appropiate frame is shown (im.<dir>[1][fm]). If fm >
        len(im.<dir>[1]), and im.<dir>[2][0] exists, im.<dir>[2][0] is
        returned. If im.<dir>[2][0] does not exist,
        im.<dir>[fm % len(im.<dir>[1])] is shown.
 
        Note: all items beyond the first of im.<dir>[0 or 2] are ignored.
        
get = get(self)
set = set(self, im)
delete = del_(self)
info
All groups a sprite is member of and required attributes.
get = get(self)

Data and other attributes inherited from basesprites.Sprite:
collisions = Set([])
lastbehind = False
offset = (0, 0, 0, 0)
pgrects = []
pgs = []
pgtotalrect = <rect(0, 0, 0, 0)>
varsize = False

Methods inherited from pygame.sprite.Sprite:
add(self, group)
add(group)
add a sprite to container
 
Add the sprite to a group or sequence of groups.
add_internal(self, group)
alive(self)
alive() -> bool
ask the life of a sprite
 
Returns true if this sprite is a member of any groups.
groups(self)
groups() -> list
list used sprite containers
 
Returns a list of all the groups that contain this
sprite.
remove(self, group)
remove(group)
remove a sprite from container
 
Remove the sprite from a group or sequence of groups.
remove_internal(self, group)

Data and other attributes inherited from pygame.sprite.Sprite:
__dict__ = <dictproxy object>
dictionary for instance variables (if defined)
__weakref__ = <attribute '__weakref__' of 'Sprite' objects>
list of weak references to the object (if defined)

 
class Scary(basesprites.Enemy)
    
Method resolution order:
Scary
basesprites.Enemy
basesprites.Creature
basesprites.Harmful
basesprites.Sprite
pygame.sprite.Sprite
__builtin__.object

Methods defined here:
setimage(self)

Data and other attributes defined here:
ammo = 0
canshoot = False
lives = 2
mass = 5
power = 200
speed = [5, 5]
turnchance = 0.050000000000000003

Methods inherited from basesprites.Enemy:
__init__(self, *args)
allowcollision(self, sprite)
turn(self)
update(self)

Data and other attributes inherited from basesprites.Enemy:
allgroups = (<Group(0 sprites)>,)
changes = True
priority = 50
required = ['turnchance']

Methods inherited from basesprites.Creature:
adjustmove(self, speed)
adjustmove(speed) --> (speed, walls)
 
Returns a tuple of the true offset moved and the walls
which prevent it from moving the amount ordered. The true offset
moved is also influenced by the speed, which is an instance
attribute (speed).
move(self, dir)
Move according to given direction. Called by .control().
oncollide(self, item)
setplatform(self)
Sets the platform attribute.
shouldfall(self)
Tells whether sprite should fall.
standon(self, wall)
takelive(self)

Data and other attributes inherited from basesprites.Creature:
dir = [0, 0]
persistant = True
platform = None
prevdir = [0, 0]

Methods inherited from basesprites.Sprite:
__cmp__(self, other)
Drawn in this order
__getstate__(self)
Alters the __dict__ so it can be Pickled
__repr__(self)
__setstate__(self, arg)
Reverse of __getstate__
behindwall(self)
True if this sprite is behind a wall
collideswith(self)
Returns a set of all objects this sprite collides with.
docollisions(self)
Posts events for all collisions and return information for redrawing.
kill(self)
Kills the sprite and removes the sprite from level.
setrects(self, pos)
Initializes outerrect and innerrect.
 
This method must be called after setimage
updatepg(self)
Update PlacedGroup memberships if necessary.

Properties inherited from basesprites.Sprite:
image
Return the correct image.
 
        If self._image is a Surface, it is returned.
        
        If it is an instance of ImageServer, the correct image is searched.
        This finds place according to the following rules:
 
        The direction are checked in the following order: first, the
        current direction. Then, if applicable, the components of the
        current direction. Then the centered direction. Then the previous
        direction and its components. Finally, all other directions are
        checked from NW to SE.
 
        If this is the first frame of dir, and im.<dir>[0][0] exists, it
        is returned. If 0 <= fm < len(im.<dir>[1]) (1 if im.<dir>[0][0]
        exists) the appropiate frame is shown (im.<dir>[1][fm]). If fm >
        len(im.<dir>[1]), and im.<dir>[2][0] exists, im.<dir>[2][0] is
        returned. If im.<dir>[2][0] does not exist,
        im.<dir>[fm % len(im.<dir>[1])] is shown.
 
        Note: all items beyond the first of im.<dir>[0 or 2] are ignored.
        
get = get(self)
set = set(self, im)
delete = del_(self)
info
All groups a sprite is member of and required attributes.
get = get(self)

Data and other attributes inherited from basesprites.Sprite:
collisions = Set([])
lastbehind = False
offset = (0, 0, 0, 0)
pgrects = []
pgs = []
pgtotalrect = <rect(0, 0, 0, 0)>
varsize = False

Methods inherited from pygame.sprite.Sprite:
add(self, group)
add(group)
add a sprite to container
 
Add the sprite to a group or sequence of groups.
add_internal(self, group)
alive(self)
alive() -> bool
ask the life of a sprite
 
Returns true if this sprite is a member of any groups.
groups(self)
groups() -> list
list used sprite containers
 
Returns a list of all the groups that contain this
sprite.
remove(self, group)
remove(group)
remove a sprite from container
 
Remove the sprite from a group or sequence of groups.
remove_internal(self, group)

Data and other attributes inherited from pygame.sprite.Sprite:
__dict__ = <dictproxy object>
dictionary for instance variables (if defined)
__weakref__ = <attribute '__weakref__' of 'Sprite' objects>
list of weak references to the object (if defined)

 
class SimpleFire(basesprites.Fire)
    
Method resolution order:
SimpleFire
basesprites.Fire
basesprites.Harmful
basesprites.Sprite
pygame.sprite.Sprite
__builtin__.object

Methods defined here:
setimage(self)

Data and other attributes defined here:
varsize = True

Methods inherited from basesprites.Fire:
__init__(self, level, startpos, size)
allowcollision(self, sprite)
oncollide(self, other)

Data and other attributes inherited from basesprites.Fire:
persistant = True
priority = 40

Methods inherited from basesprites.Sprite:
__cmp__(self, other)
Drawn in this order
__getstate__(self)
Alters the __dict__ so it can be Pickled
__repr__(self)
__setstate__(self, arg)
Reverse of __getstate__
behindwall(self)
True if this sprite is behind a wall
collideswith(self)
Returns a set of all objects this sprite collides with.
docollisions(self)
Posts events for all collisions and return information for redrawing.
kill(self)
Kills the sprite and removes the sprite from level.
setrects(self, pos)
Initializes outerrect and innerrect.
 
This method must be called after setimage
update(self)
Updates the sprite for internal usage. Should be called once
per frame. This is done by groups.ControlledGroup.update
updatepg(self)
Update PlacedGroup memberships if necessary.

Properties inherited from basesprites.Sprite:
image
Return the correct image.
 
        If self._image is a Surface, it is returned.
        
        If it is an instance of ImageServer, the correct image is searched.
        This finds place according to the following rules:
 
        The direction are checked in the following order: first, the
        current direction. Then, if applicable, the components of the
        current direction. Then the centered direction. Then the previous
        direction and its components. Finally, all other directions are
        checked from NW to SE.
 
        If this is the first frame of dir, and im.<dir>[0][0] exists, it
        is returned. If 0 <= fm < len(im.<dir>[1]) (1 if im.<dir>[0][0]
        exists) the appropiate frame is shown (im.<dir>[1][fm]). If fm >
        len(im.<dir>[1]), and im.<dir>[2][0] exists, im.<dir>[2][0] is
        returned. If im.<dir>[2][0] does not exist,
        im.<dir>[fm % len(im.<dir>[1])] is shown.
 
        Note: all items beyond the first of im.<dir>[0 or 2] are ignored.
        
get = get(self)
set = set(self, im)
delete = del_(self)
info
All groups a sprite is member of and required attributes.
get = get(self)

Data and other attributes inherited from basesprites.Sprite:
allgroups = (<ControlledGroup(0 sprites)>,)
collisions = Set([])
lastbehind = False
offset = (0, 0, 0, 0)
pgrects = []
pgs = []
pgtotalrect = <rect(0, 0, 0, 0)>
required = ['setimage', 'allgroups', 'required', 'oncollide', 'persistant', 'priority']

Methods inherited from pygame.sprite.Sprite:
add(self, group)
add(group)
add a sprite to container
 
Add the sprite to a group or sequence of groups.
add_internal(self, group)
alive(self)
alive() -> bool
ask the life of a sprite
 
Returns true if this sprite is a member of any groups.
groups(self)
groups() -> list
list used sprite containers
 
Returns a list of all the groups that contain this
sprite.
remove(self, group)
remove(group)
remove a sprite from container
 
Remove the sprite from a group or sequence of groups.
remove_internal(self, group)

Data and other attributes inherited from pygame.sprite.Sprite:
__dict__ = <dictproxy object>
dictionary for instance variables (if defined)
__weakref__ = <attribute '__weakref__' of 'Sprite' objects>
list of weak references to the object (if defined)

 
class SimpleWall(basesprites.Wall)
    
Method resolution order:
SimpleWall
basesprites.Wall
basesprites.Sprite
pygame.sprite.Sprite
__builtin__.object

Methods defined here:
setimage(self)

Data and other attributes defined here:
offset = (10, 15, 0, 15)

Methods inherited from basesprites.Wall:
__init__(self, level, startpos, size)
oncollide(self, other)

Data and other attributes inherited from basesprites.Wall:
allgroups = (<Group(0 sprites)>,)
persistant = True
priority = 100
varsize = True

Methods inherited from basesprites.Sprite:
__cmp__(self, other)
Drawn in this order
__getstate__(self)
Alters the __dict__ so it can be Pickled
__repr__(self)
__setstate__(self, arg)
Reverse of __getstate__
allowcollision(self, sprite)
Returns True if a collision with sprite shouldn't have consequences.
 
Base classes may override this method, but should make sure
the parent .allowcollision() is called.
behindwall(self)
True if this sprite is behind a wall
collideswith(self)
Returns a set of all objects this sprite collides with.
docollisions(self)
Posts events for all collisions and return information for redrawing.
kill(self)
Kills the sprite and removes the sprite from level.
setrects(self, pos)
Initializes outerrect and innerrect.
 
This method must be called after setimage
update(self)
Updates the sprite for internal usage. Should be called once
per frame. This is done by groups.ControlledGroup.update
updatepg(self)
Update PlacedGroup memberships if necessary.

Properties inherited from basesprites.Sprite:
image
Return the correct image.
 
        If self._image is a Surface, it is returned.
        
        If it is an instance of ImageServer, the correct image is searched.
        This finds place according to the following rules:
 
        The direction are checked in the following order: first, the
        current direction. Then, if applicable, the components of the
        current direction. Then the centered direction. Then the previous
        direction and its components. Finally, all other directions are
        checked from NW to SE.
 
        If this is the first frame of dir, and im.<dir>[0][0] exists, it
        is returned. If 0 <= fm < len(im.<dir>[1]) (1 if im.<dir>[0][0]
        exists) the appropiate frame is shown (im.<dir>[1][fm]). If fm >
        len(im.<dir>[1]), and im.<dir>[2][0] exists, im.<dir>[2][0] is
        returned. If im.<dir>[2][0] does not exist,
        im.<dir>[fm % len(im.<dir>[1])] is shown.
 
        Note: all items beyond the first of im.<dir>[0 or 2] are ignored.
        
get = get(self)
set = set(self, im)
delete = del_(self)
info
All groups a sprite is member of and required attributes.
get = get(self)

Data and other attributes inherited from basesprites.Sprite:
collisions = Set([])
lastbehind = False
pgrects = []
pgs = []
pgtotalrect = <rect(0, 0, 0, 0)>
required = ['setimage', 'allgroups', 'required', 'oncollide', 'persistant', 'priority']

Methods inherited from pygame.sprite.Sprite:
add(self, group)
add(group)
add a sprite to container
 
Add the sprite to a group or sequence of groups.
add_internal(self, group)
alive(self)
alive() -> bool
ask the life of a sprite
 
Returns true if this sprite is a member of any groups.
groups(self)
groups() -> list
list used sprite containers
 
Returns a list of all the groups that contain this
sprite.
remove(self, group)
remove(group)
remove a sprite from container
 
Remove the sprite from a group or sequence of groups.
remove_internal(self, group)

Data and other attributes inherited from pygame.sprite.Sprite:
__dict__ = <dictproxy object>
dictionary for instance variables (if defined)
__weakref__ = <attribute '__weakref__' of 'Sprite' objects>
list of weak references to the object (if defined)

 
Data
        __all__ = ['Lolly', 'Bear', 'Brian', 'SimpleWall']