Yeah that's true... Sorry about that. My problem is that the sprite in the RenderGroup is simply not drawn.
2011/4/30 Julian Marchant <onp...@yahoo.com> > It's hard to help you when you haven't said what isn't working. > > ------------------------------ > *From:* Nathan BIAGINI <nathan.o...@gmail.com> > *To:* pygame-users@seul.org > *Sent:* Sat, April 30, 2011 3:53:29 PM > *Subject:* [pygame] Sprite troubles > > Hi everyone, > > it sounds like a stupid question but i have written a really simple program > where i just want to add a sprite to a sprite group and then draw the > containing of this group. > > Here is the main code : > > > import pygame >> from sprites import Node >> >> pygame.init() >> >> screen = pygame.display.set_mode((640, 480)) >> node_group = pygame.sprite.RenderPlain() >> >> node = Node((156, 234), 0) >> node_group.add(node) >> >> while 1: >> node_group.update() >> node_group.draw(screen) >> >> pygame.display.flip() >> > > And here is my sprite class : > > import pygame >> from pygame.locals import * >> from loads import loadImage >> >> class Node(pygame.sprite.Sprite): >> ''' >> Node class represent the sprite of each node of the >> map. So, one instance of Node is created for each >> node. >> ''' >> >> def __init__(self, pos, node_type): >> pygame.sprite.Sprite.__init__(self) >> >> self.pos = pos >> self.node_type = node_type >> >> if self.node_type == 0: >> self.image, self.rect = loadImage('ground.bmp', >> -1) >> >> elif self.node_type == 1: >> self.image, self.rect = loadImage('wall.bmp', -1) >> >> elif self.node_type == 2: >> self.image, self.rect = loadImage('hole.bmp', -1) >> >> self.rect.topleft = pos >> >> def update(self): >> pass >> > > I maybe a bit tired but i can't see what i m doing wrong... > > Thanks for your help. >