text: /* Auto generated file: with makeref.py .  Docs go in docs/reST/ref/ . */
  #define DOC_PYGAMESPRITE "pygame module with basic game object classes"
  #define DOC_PYGAMESPRITESPRITE "Sprite(*groups) -> Sprite\nSimple base class for visible game objects."
  #define DOC_SPRITEUPDATE "update(*args, **kwargs) -> None\nmethod to control sprite behavior"
  #define DOC_SPRITEADD "add(*groups) -> None\nadd the sprite to groups"
  #define DOC_SPRITEREMOVE "remove(*groups) -> None\nremove the sprite from groups"
  #define DOC_SPRITEKILL "kill() -> None\nremove the Sprite from all Groups"
  #define DOC_SPRITEALIVE "alive() -> bool\ndoes the sprite belong to any groups"
  #define DOC_SPRITEGROUPS "groups() -> group_list\nlist of Groups that contain this Sprite"
  #define DOC_PYGAMESPRITEDIRTYSPRITE "DirtySprite(*groups) -> DirtySprite\nA subclass of Sprite with more attributes and features."
  #define DOC_PYGAMESPRITEGROUP "Group(*sprites) -> Group\nA container class to hold and manage multiple Sprite objects."
  #define DOC_GROUPSPRITES "sprites() -> sprite_list\nlist of the Sprites this Group contains"
  #define DOC_GROUPCOPY "copy() -> Group\nduplicate the Group"
  #define DOC_GROUPADD "add(*sprites) -> None\nadd Sprites to this Group"
  #define DOC_GROUPREMOVE "remove(*sprites) -> None\nremove Sprites from the Group"
  #define DOC_GROUPHAS "has(*sprites) -> None\ntest if a Group contains Sprites"
  #define DOC_GROUPUPDATE "update(*args, **kwargs) -> None\ncall the update method on contained Sprites"
  #define DOC_GROUPDRAW "draw(Surface) -> None\nblit the Sprite images"
  #define DOC_GROUPCLEAR "clear(Surface_dest, background) -> None\ndraw a background over the Sprites"
  #define DOC_GROUPEMPTY "empty() -> None\nremove all Sprites"
  #define DOC_PYGAMESPRITERENDERPLAIN "Same as pygame.sprite.Group"
  #define DOC_PYGAMESPRITERENDERCLEAR "Same as pygame.sprite.Group"
  #define DOC_PYGAMESPRITERENDERUPDATES "RenderUpdates(*sprites) -> RenderUpdates\nGroup sub-class that tracks dirty updates."
  #define DOC_RENDERUPDATESDRAW "draw(surface) -> Rect_list\nblit the Sprite images and track changed areas"
  #define DOC_PYGAMESPRITEORDEREDUPDATES "OrderedUpdates(*spites) -> OrderedUpdates\nRenderUpdates sub-class that draws Sprites in order of addition."
  #define DOC_PYGAMESPRITELAYEREDUPDATES "LayeredUpdates(*spites, **kwargs) -> LayeredUpdates\nLayeredUpdates is a sprite group that handles layers and draws like OrderedUpdates."
  #define DOC_LAYEREDUPDATESADD "add(*sprites, **kwargs) -> None\nadd a sprite or sequence of sprites to a group"
  #define DOC_LAYEREDUPDATESSPRITES "sprites() -> sprites\nreturns a ordered list of sprites (first back, last top)."
  #define DOC_LAYEREDUPDATESDRAW "draw(surface) -> Rect_list\ndraw all sprites in the right order onto the passed surface."
  #define DOC_LAYEREDUPDATESGETSPRITESAT "get_sprites_at(pos) -> colliding_sprites\nreturns a list with all sprites at that position."
  #define DOC_LAYEREDUPDATESGETSPRITE "get_sprite(idx) -> sprite\nreturns the sprite at the index idx from the groups sprites"
  #define DOC_LAYEREDUPDATESREMOVESPRITESOFLAYER "remove_sprites_of_layer(layer_nr) -> sprites\nremoves all sprites from a layer and returns them as a list."
  #define DOC_LAYEREDUPDATESLAYERS "layers() -> layers\nreturns a list of layers defined (unique), sorted from bottom up."
  #define DOC_LAYEREDUPDATESCHANGELAYER "change_layer(sprite, new_layer) -> None\nchanges the layer of the sprite"
  #define DOC_LAYEREDUPDATESGETLAYEROFSPRITE "get_layer_of_sprite(sprite) -> layer\nreturns the layer that sprite is currently in."
  #define DOC_LAYEREDUPDATESGETTOPLAYER "get_top_layer() -> layer\nreturns the top layer"
  #define DOC_LAYEREDUPDATESGETBOTTOMLAYER "get_bottom_layer() -> layer\nreturns the bottom layer"
  #define DOC_LAYEREDUPDATESMOVETOFRONT "move_to_front(sprite) -> None\nbrings the sprite to front layer"
  #define DOC_LAYEREDUPDATESMOVETOBACK "move_to_back(sprite) -> None\nmoves the sprite to the bottom layer"
  #define DOC_LAYEREDUPDATESGETTOPSPRITE "get_top_sprite() -> Sprite\nreturns the topmost sprite"
  #define DOC_LAYEREDUPDATESGETSPRITESFROMLAYER "get_sprites_from_layer(layer) -> sprites\nreturns all sprites from a layer, ordered by how they where added"
  #define DOC_LAYEREDUPDATESSWITCHLAYER "switch_layer(layer1_nr, layer2_nr) -> None\nswitches the sprites from layer1 to layer2"
  #define DOC_PYGAMESPRITELAYEREDDIRTY "LayeredDirty(*spites, **kwargs) -> LayeredDirty\nLayeredDirty group is for DirtySprite objects.  Subclasses LayeredUpdates."
  #define DOC_LAYEREDDIRTYDRAW "draw(surface, bgd=None) -> Rect_list\ndraw all sprites in the right order onto the passed surface."
  #define DOC_LAYEREDDIRTYCLEAR "clear(surface, bgd) -> None\nused to set background"
  #define DOC_LAYEREDDIRTYREPAINTRECT "repaint_rect(screen_rect) -> None\nrepaints the given area"
  #define DOC_LAYEREDDIRTYSETCLIP "set_clip(screen_rect=None) -> None\nclip the area where to draw. Just pass None (default) to reset the clip"
  #define DOC_LAYEREDDIRTYGETCLIP "get_clip() -> Rect\nclip the area where to draw. Just pass None (default) to reset the clip"
  #define DOC_LAYEREDDIRTYCHANGELAYER "change_layer(sprite, new_layer) -> None\nchanges the layer of the sprite"
  #define DOC_LAYEREDDIRTYSETTIMINGTRESHOLD "set_timing_treshold(time_ms) -> None\nsets the threshold in milliseconds"
  #define DOC_PYGAMESPRITEGROUPSINGLE "GroupSingle(sprite=None) -> GroupSingle\nGroup container that holds a single sprite."
  #define DOC_PYGAMESPRITESPRITECOLLIDE "spritecollide(sprite, group, dokill, collided = None) -> Sprite_list\nFind sprites in a group that intersect another sprite."
  #define DOC_PYGAMESPRITECOLLIDERECT "collide_rect(left, right) -> bool\nCollision detection between two sprites, using rects."
  #define DOC_PYGAMESPRITECOLLIDERECTRATIO "collide_rect_ratio(ratio) -> collided_callable\nCollision detection between two sprites, using rects scaled to a ratio."
  #define DOC_PYGAMESPRITECOLLIDECIRCLE "collide_circle(left, right) -> bool\nCollision detection between two sprites, using circles."
  #define DOC_PYGAMESPRITECOLLIDECIRCLERATIO "collide_circle_ratio(ratio) -> collided_callable\nCollision detection between two sprites, using circles scaled to a ratio."
  #define DOC_PYGAMESPRITECOLLIDEMASK "collide_mask(sprite1, sprite2) -> (int, int)\ncollide_mask(sprite1, sprite2) -> None\nCollision detection between two sprites, using masks."
  #define DOC_PYGAMESPRITEGROUPCOLLIDE "groupcollide(group1, group2, dokill1, dokill2, collided = None) -> Sprite_dict\nFind all sprites that collide between two groups."
  #define DOC_PYGAMESPRITESPRITECOLLIDEANY "spritecollideany(sprite, group, collided = None) -> Sprite\nspritecollideany(sprite, group, collided = None) -> None\nSimple test if a sprite intersects anything in a group."
  
  
  /* Docs in a comment... slightly easier to read. */
  
  /*
  
  pygame.sprite
  pygame module with basic game object classes
  
  pygame.sprite.Sprite
   Sprite(*groups) -> Sprite
  Simple base class for visible game objects.
  
  pygame.sprite.Sprite.update
   update(*args, **kwargs) -> None
  method to control sprite behavior
  
  pygame.sprite.Sprite.add
   add(*groups) -> None
  add the sprite to groups
  
  pygame.sprite.Sprite.remove
   remove(*groups) -> None
  remove the sprite from groups
  
  pygame.sprite.Sprite.kill
   kill() -> None
  remove the Sprite from all Groups
  
  pygame.sprite.Sprite.alive
   alive() -> bool
  does the sprite belong to any groups
  
  pygame.sprite.Sprite.groups
   groups() -> group_list
  list of Groups that contain this Sprite
  
  pygame.sprite.DirtySprite
   DirtySprite(*groups) -> DirtySprite
  A subclass of Sprite with more attributes and features.
  
  pygame.sprite.Group
   Group(*sprites) -> Group
  A container class to hold and manage multiple Sprite objects.
  
  pygame.sprite.Group.sprites
   sprites() -> sprite_list
  list of the Sprites this Group contains
  
  pygame.sprite.Group.copy
   copy() -> Group
  duplicate the Group
  
  pygame.sprite.Group.add
   add(*sprites) -> None
  add Sprites to this Group
  
  pygame.sprite.Group.remove
   remove(*sprites) -> None
  remove Sprites from the Group
  
  pygame.sprite.Group.has
   has(*sprites) -> None
  test if a Group contains Sprites
  
  pygame.sprite.Group.update
   update(*args, **kwargs) -> None
  call the update method on contained Sprites
  
  pygame.sprite.Group.draw
   draw(Surface) -> None
  blit the Sprite images
  
  pygame.sprite.Group.clear
   clear(Surface_dest, background) -> None
  draw a background over the Sprites
  
  pygame.sprite.Group.empty
   empty() -> None
  remove all Sprites
  
  pygame.sprite.RenderPlain
  Same as pygame.sprite.Group
  
  pygame.sprite.RenderClear
  Same as pygame.sprite.Group
  
  pygame.sprite.RenderUpdates
   RenderUpdates(*sprites) -> RenderUpdates
  Group sub-class that tracks dirty updates.
  
  pygame.sprite.RenderUpdates.draw
   draw(surface) -> Rect_list
  blit the Sprite images and track changed areas
  
  pygame.sprite.OrderedUpdates
   OrderedUpdates(*spites) -> OrderedUpdates
  RenderUpdates sub-class that draws Sprites in order of addition.
  
  pygame.sprite.LayeredUpdates
   LayeredUpdates(*spites, **kwargs) -> LayeredUpdates
  LayeredUpdates is a sprite group that handles layers and draws like OrderedUpdates.
  
  pygame.sprite.LayeredUpdates.add
   add(*sprites, **kwargs) -> None
  add a sprite or sequence of sprites to a group
  
  pygame.sprite.LayeredUpdates.sprites
   sprites() -> sprites
  returns a ordered list of sprites (first back, last top).
  
  pygame.sprite.LayeredUpdates.draw
   draw(surface) -> Rect_list
  draw all sprites in the right order onto the passed surface.
  
  pygame.sprite.LayeredUpdates.get_sprites_at
   get_sprites_at(pos) -> colliding_sprites
  returns a list with all sprites at that position.
  
  pygame.sprite.LayeredUpdates.get_sprite
   get_sprite(idx) -> sprite
  returns the sprite at the index idx from the groups sprites
  
  pygame.sprite.LayeredUpdates.remove_sprites_of_layer
   remove_sprites_of_layer(layer_nr) -> sprites
  removes all sprites from a layer and returns them as a list.
  
  pygame.sprite.LayeredUpdates.layers
   layers() -> layers
  returns a list of layers defined (unique), sorted from bottom up.
  
  pygame.sprite.LayeredUpdates.change_layer
   change_layer(sprite, new_layer) -> None
  changes the layer of the sprite
  
  pygame.sprite.LayeredUpdates.get_layer_of_sprite
   get_layer_of_sprite(sprite) -> layer
  returns the layer that sprite is currently in.
  
  pygame.sprite.LayeredUpdates.get_top_layer
   get_top_layer() -> layer
  returns the top layer
  
  pygame.sprite.LayeredUpdates.get_bottom_layer
   get_bottom_layer() -> layer
  returns the bottom layer
  
  pygame.sprite.LayeredUpdates.move_to_front
   move_to_front(sprite) -> None
  brings the sprite to front layer
  
  pygame.sprite.LayeredUpdates.move_to_back
   move_to_back(sprite) -> None
  moves the sprite to the bottom layer
  
  pygame.sprite.LayeredUpdates.get_top_sprite
   get_top_sprite() -> Sprite
  returns the topmost sprite
  
  pygame.sprite.LayeredUpdates.get_sprites_from_layer
   get_sprites_from_layer(layer) -> sprites
  returns all sprites from a layer, ordered by how they where added
  
  pygame.sprite.LayeredUpdates.switch_layer
   switch_layer(layer1_nr, layer2_nr) -> None
  switches the sprites from layer1 to layer2
  
  pygame.sprite.LayeredDirty
   LayeredDirty(*spites, **kwargs) -> LayeredDirty
  LayeredDirty group is for DirtySprite objects.  Subclasses LayeredUpdates.
  
  pygame.sprite.LayeredDirty.draw
   draw(surface, bgd=None) -> Rect_list
  draw all sprites in the right order onto the passed surface.
  
  pygame.sprite.LayeredDirty.clear
   clear(surface, bgd) -> None
  used to set background
  
  pygame.sprite.LayeredDirty.repaint_rect
   repaint_rect(screen_rect) -> None
  repaints the given area
  
  pygame.sprite.LayeredDirty.set_clip
   set_clip(screen_rect=None) -> None
  clip the area where to draw. Just pass None (default) to reset the clip
  
  pygame.sprite.LayeredDirty.get_clip
   get_clip() -> Rect
  clip the area where to draw. Just pass None (default) to reset the clip
  
  pygame.sprite.LayeredDirty.change_layer
   change_layer(sprite, new_layer) -> None
  changes the layer of the sprite
  
  pygame.sprite.LayeredDirty.set_timing_treshold
   set_timing_treshold(time_ms) -> None
  sets the threshold in milliseconds
  
  pygame.sprite.GroupSingle
   GroupSingle(sprite=None) -> GroupSingle
  Group container that holds a single sprite.
  
  pygame.sprite.spritecollide
   spritecollide(sprite, group, dokill, collided = None) -> Sprite_list
  Find sprites in a group that intersect another sprite.
  
  pygame.sprite.collide_rect
   collide_rect(left, right) -> bool
  Collision detection between two sprites, using rects.
  
  pygame.sprite.collide_rect_ratio
   collide_rect_ratio(ratio) -> collided_callable
  Collision detection between two sprites, using rects scaled to a ratio.
  
  pygame.sprite.collide_circle
   collide_circle(left, right) -> bool
  Collision detection between two sprites, using circles.
  
  pygame.sprite.collide_circle_ratio
   collide_circle_ratio(ratio) -> collided_callable
  Collision detection between two sprites, using circles scaled to a ratio.
  
  pygame.sprite.collide_mask
   collide_mask(sprite1, sprite2) -> (int, int)
   collide_mask(sprite1, sprite2) -> None
  Collision detection between two sprites, using masks.
  
  pygame.sprite.groupcollide
   groupcollide(group1, group2, dokill1, dokill2, collided = None) -> Sprite_dict
  Find all sprites that collide between two groups.
  
  pygame.sprite.spritecollideany
   spritecollideany(sprite, group, collided = None) -> Sprite
   spritecollideany(sprite, group, collided = None) -> None
  Simple test if a sprite intersects anything in a group.
  
  */