using self.rect = image.get_rect() gets you a rect with the correct size. you can use self.rect.topleft = (100, 200) to set the position, that will save you some lines.
saw this second e-mail only after replying to the first one. sorry. On Mon, Sep 15, 2008 at 9:16 AM, KKarasu <[EMAIL PROTECTED]> wrote: > Thanks Andy. > > I think i understood.the get rect always returned at (0,0) and that was a > problem. > so basicaly my code did was: create surface at 0,0 and move it to > posicao=[x,y] (yes posicao is position i used my own language variables and > forgot to translate, sorry) > then draw it with group.draw, updating the (0,0) surface,right? > what happened was this: > http://kkarasu.deviantart.com/art/second-title-screen-97971437 #tìs my > devart site, it got the screen shot there > > So i need to keep track of where the surface is at a moment. > shall i create an artificial rect class? > > Example: > > class Arrow(pygame.sprite.Sprite): > #this is the possition of the sprite and size > self.x = 100 > self.y= 200 > self.height = 90 > self.width = 70 > self.rect= pygame.Rect(self.x,self.y,self.width,self.height) > > def DRAW(self): > a=R_up.draw(screen) #this will use .draw in the R_up== > RenderUpdate group with arrow in it using suposedly the self.rect to track > position > pygame.display.update(a) > > #to move the arrow i just have to update the self.x and self.y values and > call self.rect again to update its values > > would this work? or theres a better option? > I thinking loud here, im gonna try it now. >