No. If you don't use any features of the Group
, you can just stop using it.
However, nothing is stoping you from storing your player Sprite
in a seperate field and using your GroupSingle
for stuff like collision detection/drawing/updating if you maintain a list of SpriteGroup
s for example to have your code look more uniformly:
# initialize
vehicle = Vehicle(70,470)
vehicle_group = pygame.sprite.GroupSingle(vehicle) # make it clear there's only one vehicle (player) by using GroupSingle
wall_group = pygame.sprite.Group(YourWallSpritesOrSomething)
other_stuff_group = pygame.sprite.Group(OtherStuffSprites)
all_groups = (vehicle_group, wall_group, other_stuff_group)
...
# drawing eveything, including player, walls, and stuff...
for g in all_groups:
g.draw(screen)
...
# updating eveything, including player, walls, and stuff...
for g in all_groups:
g.update(...)
# test if 'somesprite' collides with anything, including player:
if any(spritecollideany(somesprite, g) for g in all_groups):
do_stuff(somesprite)
# test if player (vehicle) hits a wall:
if spritecollideany(vehicle, wall_group):
lose_game()
But if the Sprite
in your GroupSingle
never changes, a regular Group
would also be fine, but a GroupSingle
would nonetheless make the fact clearer that there's always a single vehicle.