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.venv/lib/python3.8/site-packages/pygame/sprite.pyi
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152
.venv/lib/python3.8/site-packages/pygame/sprite.pyi
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from typing import (
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Any,
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Callable,
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Dict,
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Iterable,
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Iterator,
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List,
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Optional,
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Sequence,
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SupportsFloat,
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Tuple,
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Union,
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)
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from pygame.rect import Rect
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from pygame.surface import Surface
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from ._common import _CanBeRect
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# Some functions violate Liskov substitution principle so mypy will throw errors for this file, but this are the
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# best type hints I could do
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class Sprite:
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image: Optional[Surface] = None
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rect: Optional[Rect] = None
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def __init__(self, *groups: AbstractGroup) -> None: ...
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def update(self, *args: Any, **kwargs: Any) -> None: ...
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def add(self, *groups: AbstractGroup) -> None: ...
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def remove(self, *groups: AbstractGroup) -> None: ...
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def kill(self) -> None: ...
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def alive(self) -> bool: ...
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def groups(self) -> List[AbstractGroup]: ...
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class DirtySprite(Sprite):
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dirty: int
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blendmode: int
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source_rect: Rect
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visible: int
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_layer: int
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def _set_visible(self, value: int) -> None: ...
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def _get_visible(self) -> int: ...
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class AbstractGroup:
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spritedict: Dict[Sprite, Rect]
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lostsprites: List[int] # I think
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def __init__(self) -> None: ...
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def __len__(self) -> int: ...
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def __iter__(self) -> Iterator[Sprite]: ...
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def copy(self) -> AbstractGroup: ...
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def sprites(self) -> List[Sprite]: ...
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def add(
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self,
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*sprites: Union[Sprite, AbstractGroup, Iterable[Union[Sprite, AbstractGroup]]]
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) -> None: ...
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def remove(self, *sprites: Sprite) -> None: ...
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def has(self, *sprites: Sprite) -> bool: ...
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def update(self, *args: Any, **kwargs: Any) -> None: ...
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def draw(self, surface: Surface) -> List[Rect]: ...
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def clear(self, surface_dest: Surface, background: Surface) -> None: ...
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def empty(self) -> None: ...
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class Group(AbstractGroup):
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def __init__(self, *sprites: Union[Sprite, Sequence[Sprite]]) -> None: ...
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def copy(self) -> Group: ...
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class RenderPlain(Group):
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def copy(self) -> RenderPlain: ...
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class RenderClear(Group):
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def copy(self) -> RenderClear: ...
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class RenderUpdates(Group):
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def copy(self) -> RenderUpdates: ...
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def draw(self, surface: Surface) -> List[Rect]: ...
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class OrderedUpdates(RenderUpdates):
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def copy(self) -> OrderedUpdates: ...
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class LayeredUpdates(AbstractGroup):
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def __init__(self, *sprites: Sprite, **kwargs: Any) -> None: ...
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def copy(self) -> LayeredUpdates: ...
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def add(self, *sprites: Sprite, **kwargs: Any) -> None: ...
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def draw(self, surface: Surface) -> List[Rect]: ...
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def get_sprites_at(
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self, pos: Union[Tuple[int, int], List[int]]
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) -> List[Sprite]: ...
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def get_sprite(self, idx: int) -> Sprite: ...
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def remove_sprites_of_layer(self, layer_nr: int) -> List[Sprite]: ...
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def layers(self) -> List[int]: ...
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def change_layer(self, sprite: Sprite, new_layer: int) -> None: ...
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def get_layer_of_sprite(self, sprite: Sprite) -> int: ...
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def get_top_layer(self) -> int: ...
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def get_bottom_layer(self) -> int: ...
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def move_to_front(self, sprite: Sprite) -> None: ...
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def move_to_back(self, sprite: Sprite) -> None: ...
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def get_top_sprite(self) -> Sprite: ...
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def get_sprites_from_layer(self, layer: int) -> List[Sprite]: ...
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def switch_layer(self, layer1_nr: int, layer2_nr: int) -> None: ...
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class LayeredDirty(LayeredUpdates):
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def __init__(self, *sprites: DirtySprite, **kwargs: Any) -> None: ...
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def copy(self) -> LayeredDirty: ...
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def draw(self, surface: Surface, bgd: Optional[Surface] = None) -> List[Rect]: ...
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def clear(self, surface: Surface, bgd: Surface) -> None: ...
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def repaint_rect(self, screen_rect: _CanBeRect) -> None: ...
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def set_clip(self, screen_rect: Optional[_CanBeRect] = None) -> None: ...
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def get_clip(self) -> Rect: ...
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def set_timing_treshold(
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self, time_ms: SupportsFloat
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) -> None: ... # This actually accept any value
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def set_timing_threshold(
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self, time_ms: SupportsFloat
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) -> None: ... # This actually accept any value
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class GroupSingle(AbstractGroup):
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sprite: Sprite
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def __init__(self, sprite: Optional[Sprite] = None) -> None: ...
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def copy(self) -> GroupSingle: ...
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def spritecollide(
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sprite: Sprite,
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group: AbstractGroup,
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dokill: bool,
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collided: Optional[Callable[[Sprite, Sprite], bool]] = None,
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) -> List[Sprite]: ...
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def collide_rect(left: Sprite, right: Sprite) -> bool: ...
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class collide_rect_ratio:
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ratio: float
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def __init__(self, ratio: float) -> None: ...
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def __call__(self, left: Sprite, right: Sprite) -> bool: ...
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def collide_circle(left: Sprite, right: Sprite) -> bool: ...
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class collide_circle_ratio:
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ratio: float
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def __init__(self, ratio: float) -> None: ...
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def __call__(self, left: Sprite, right: Sprite) -> bool: ...
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def collide_mask(sprite1: Sprite, sprite2: Sprite) -> Tuple[int, int]: ...
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def groupcollide(
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group1: AbstractGroup,
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group2: AbstractGroup,
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dokill: bool,
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dokill2: bool,
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collided: Optional[Callable[[Sprite, Sprite], bool]] = None,
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) -> Dict[Sprite, Sprite]: ...
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def spritecollideany(
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sprite: Sprite,
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group: AbstractGroup,
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collided: Optional[Callable[[Sprite, Sprite], bool]] = None,
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) -> Sprite: ...
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