I have been using the following for cocos SVG sprites:

class SVGNode(cocos.cocosnode.CocosNode):
    """ A CocosNode that displays an SVG image, using squirtle library """
    def __init__(self, filename):
        super(SVGNode, self).__init__()
        file = pyglet.resource.file(filename)
        self.image = squirtle.SVG(file = file, anchor_x = "center",
anchor_y = "center")
        self.width, self.height = self.image.width, self.image.height

    def draw(self):
        glPushMatrix()
        glEnable(GL_POINT_SMOOTH)
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        (x, y), angle, scale = self.position, self.rotation, self.scale
        self.image.draw(x = x, y = y, angle = angle, scale = scale)
        glPopMatrix()

class SVGSprite(cocos.sprite.Sprite):
    """ A subclass of cocos Sprite that will accept the name of an SVG image """
    def __init__(self, filename):
        node = SVGNode(filename)
        image = pyglet.image.create(width = int(node.width), height =
int(node.height))
        cocos.sprite.Sprite.__init__(self, image)
        self.add(node)

I don't know whether the way I have used draw() is appropriate, but it
seems to work ok.

John

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