I've not used it, but iirc they have been focusing on their iphone
version more recently. Regardless, it's an advantage to you as a
source of both ideas and code, even if you don't use the library
itself.

-Casey

On Fri, Feb 12, 2010 at 10:37 AM, Philippe <[email protected]> wrote:
> ok, seems clear to me now.
> do you know if cocos2D is still an active project ?
> latest release is little bit old.
>
> On Feb 12, 5:42 pm, Casey Duncan <[email protected]> wrote:
>> In pyglet sprites are basically just a convenience wrapper around a
>> quad of vertices stored in a vertex list. Unlike some other game libs
>> (pygame comes to mind), sprites are not typically drawn individually,
>> instead they are just used as an abstraction to manipulate the vertex
>> list inside a Batch object. The batch object itself is what is drawn.
>>
>> Pyglet Group objects are not groups of sprites objects (I think the
>> name is unfortunate), they are an abstraction for an OpenGL state and
>> can also be used to specify the draw order. One or more vertex lists
>> can belong to a group and groups can be nested. Sprite groups allow
>> sprites with common state (texture, blending , etc) to be drawn with
>> maximum efficiency since OpenGL state changes are fairly expensive.
>>
>> Pyglet does not have a built-in way to nest sprites in the manner you
>> describe. This functionality would need to be built by you, or you
>> could use a scene management library like cocos2d.
>>
>> -Casey
>>
>> On Fri, Feb 12, 2010 at 2:24 AM, Philippe <[email protected]> wrote:
>> > Hi,
>>
>> > still new to pyglet. I come from flash/as3 world.
>> > I am not sure how to use group.
>>
>> > In AS3, there is Sprite.
>> > Sprite can be moved (x, y), ...
>> > But we can also add Sprites to a Sprite.
>>
>> > That means that a Sprite can contain other Sprites, and it's own
>> > graphics.
>> > then, if we move that can of Sprite, like my_sprite.x += 10, it will
>> > move all the sprites it contains.
>>
>> > It's not hard to do it in python (build a class that contain a list of
>> > sprites, and a function x with @property ; then, shift the sprites).
>>
>> > is it the correct way to do it with pyglet ?
>>
>> > thanks,;
>> > Philippe
>>
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