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413 of 47 results
4.
To use the sprite system, create a SpriteManager object, and then call its create method to create new particles. As necessary, update the xoffset, yoffset, and zorder fields of each sprite to move it around the screen. By supplying `update` and `event` arguments to SpriteManager, you can have the sprites change over time, and react to user input.
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Located in ../../source/sprites.rst:22
5.
Sprite Classes
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Located in ../../source/sprites.rst:30
6.
This represents a sprite that is managed by the SpriteManager. It contains fields that control the placement of the sprite on the screen. Sprites should not be created directly. Instead, they should be created by calling :meth:`SpriteManager.create`.
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Located in ../../source/inc/sprites:5
7.
The fields of a sprite object are:
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Located in ../../source/inc/sprites:10
8.
`x`, `y`
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Located in ../../source/inc/sprites:14
9.
The x and y coordinates of the upper-left corner of the sprite, relative to the SpriteManager.
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Located in ../../source/inc/sprites:13
10.
`zorder`
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Located in ../../source/inc/sprites:19
11.
An integer that's used to control the order of this sprite in the relative to the other sprites in the SpriteManager. The larger the number is, the closer to the viewer the sprite is.
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Located in ../../source/inc/sprites:17
12.
`events`
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Located in ../../source/inc/sprites:24
13.
If True, then events are passed to child. If False, the default, the children ignore events (and hence don't spend time processing them).
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Located in ../../source/inc/sprites:22
413 of 47 results

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