> write a pyglet 'pickle' method, that 
> actually saves the current window/context states AND...

I am a bear of little brain, but this sounds very tricky and not at all 
desirable. There is a massive amount of information implied here, and you 
absolutely *don't* want to be restoring most of it when you restore the 
(x,y) and other model state of a single game object. It implies that you'd 
be restoring all the opengl state repeatedly, once for every game object you 
load. What if the state saved with one object contradicted that stored with 
another? What if you're restoring on a different machine, so the same state 
information isn't valid?

I may be wrong but I think these ideas of pickling Sprites are totally 
swimming against the current. It is much easier and more useful to only 
pickle simple value-type objects (e.g. integers and strings), and 
re-construct any required Sprites by calling the Sprite constructor as usual 
when you restart the application.

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