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.
>

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