Class | Rubygame::Sprites::Group
In: | lib/rubygame/sprite.rb
Parent: | Array

The Group class is a special container, based on Array, with supplemental methods for handling multiple Sprite objects. Group can draw, update, and check collision for all its member sprites with one call.

All members of a Group must be unique (duplicates will be refused), and should be a Sprite (or functionally equivalent).

### Methods

<< call clear collide_group collide_sprite delete draw push update

### Public Instance methods

<<(sprite)

Add `sprite` to the Group. `sprite` is notified so that it can add this Group to its list of parent Groups. See also push.

call(symbol,*args)

Call the method represented by `symbol` for every member sprite, giving `args` as the arguments to the method. This method uses Object#send, which does not hesitate to call private methods, so use this wisely! See also draw and update.

clear()

Remove every member sprite from the Group. Each sprite is notified so that it can remove this Group from its list of parent Groups. See also delete.

collide_group(group, &block) → Hash
collide_group(group, killa=false, killb=false) → Hash # deprecated

Check collision between each member of the calling Group and each member of `group`. Returns a Hash table with each member of the calling Group as a key, and as a value an Array of all members of `group` that it collided with.

If a block is given, that block is executed for every pair of colliding sprites. For example, if a1 collides with b1 and b2, the block will be called twice: once with [ a1, b1 ] and once with [ a1, b2 ].

Example:

        # 'kills' both sprites when they collide

        groupA,collide_group(groupB) do |a, b|
          a.kill
          b.kill
        end

NOTE: `killa` and `killb` are deprecated and will be removed in the future. It is highly recommended that you use the block argument instead.

IMPORTANT: `killa` and `killb` will be ignored if a block is given!

If `killa` is true and a sprite in group A collides with a sprite in group B, the sprite in group A will have its kill method called; the same goes for `killb` and group B.

collide_sprite(sprite) → Array

Check collision between each member of the Group and `sprite`. Returns an Array of all member sprites that collided with `sprite`. If none collided, returns an empty Array.

delete(*sprites)

Remove each sprite in `sprites` from the Group. Each sprite is notified so that it can remove this Group from its list of parent Groups. Note that this will not work correctly if fed a list of its own sprites (use Array.dup if you want correct behavior)

draw(dest)

Draw every sprite on Surface `dest`. Calls Sprite#draw for every member sprite, passing `dest` as the argument. See also call and update.

push(*sprites)

Add each sprite in `sprites` to the Group. Each sprite is notified so that it can add this Group to its list of parent Groups. See also #<<.

update(*args)

Update every member sprite. Calls Sprite#update for every member sprite, passing on all arguments. See also call and draw.

[Validate]