> Pardon my comment but that code looks kinda nasty from the perspective
> of an outside potential user of your API :)

I agree, and I am looking for ways to improve it, so I really
appreciate your suggestions.

> class Player(GameObject):
>     fps = behavior.FPS(
>        keys=dict(left=key.A, right=key.D, forward=key.W,
> backward=key.S),
>     )
>
> where behavior.FPS is something appropriate and then scrape the class
> for special attributes in the GameObject.__init__

But wouldn't fps then be a static attribute? What if different players
need different sets of keys?

I would actually clean it up a bit to look like this, now that I think
about it:
> class Player(GameObject):
>    def __init__(self, x, y):
>        super(Player, self).__init__(util.resourcevault.character, x=x, y=y)
>        self.fps = behavior.manual.FPS(self, keys=dict(left=key.A, 
> right=key.D, forward=key.W, backward=key.S)

Is that better? I don't know why I didn't think to do that
before...anyway, that's an easy fix, so I'll go implement it now, and
by the time you read this, it should be in the repository already.
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