pygame.Rect
  
 pygame object for storing rectangular coordinates Rect(left, top, width, height) -> Rect Rect((left, top), (width, height)) -> Rect Rect(object) -> Rect  Pygame uses Rect objects to store and manipulate rectangular areas. A Rect can be created from a combination of left, top, width, and height values. Rects can also be created from python objects that are already a Rect or have an attribute named "rect". Any pygame function that requires a Rect argument also accepts any of these values to construct a Rect. This makes it easier to create Rects on the fly as arguments to functions. The Rect functions that change the position or size of a Rect return a new copy of the Rect with the affected changes. The original Rect is not modified. Some methods have an alternate "in-place" version that returns None but affects the original Rect. These "in-place" methods are denoted with the "ip" suffix. The Rect object has several virtual attributes which can be used to move and align the Rect: x,y
top, left, bottom, right
topleft, bottomleft, topright, bottomright
midtop, midleft, midbottom, midright
center, centerx, centery
size, width, height
w,h All of these attributes can be assigned to: rect1.right = 10
rect2.center = (20,30) Assigning to size, width or height changes the dimensions of the rectangle; all other assignments move the rectangle without resizing it. Notice that some attributes are integers and others are pairs of integers. If a Rect has a nonzero width or height, it will return True for a nonzero test. Some methods return a Rect with 0 size to represent an invalid rectangle. A Rect with a 0 size will not collide when using collision detection methods (e.g. collidepoint(), colliderect(), etc.). The coordinates for Rect objects are all integers. The size values can be programmed to have negative values, but these are considered illegal Rects for most operations. There are several collision tests between other rectangles. Most python containers can be searched for collisions against a single Rect. The area covered by a Rect does not include the right- and bottom-most edge of pixels. If one Rect's bottom border is another Rect's top border (i.e., rect1.bottom=rect2.top), the two meet exactly on the screen but do not overlap, and rect1.colliderect(rect2) returns false.  New in pygame 1.9.2: The Rect class can be subclassed. Methods such as copy() and move() will recognize this and return instances of the subclass. However, the subclass's __init__() method is not called, and __new__() is assumed to take no arguments. So these methods should be overridden if any extra attributes need to be copied.    copy() 
 copy the rectangle copy() -> Rect  Returns a new rectangle having the same position and size as the original. New in pygame 1.9 
   move() 
 moves the rectangle move(x, y) -> Rect  Returns a new rectangle that is moved by the given offset. The x and y arguments can be any integer value, positive or negative. 
   move_ip() 
 moves the rectangle, in place move_ip(x, y) -> None  Same as the Rect.move() method, but operates in place. 
   inflate() 
 grow or shrink the rectangle size inflate(x, y) -> Rect  Returns a new rectangle with the size changed by the given offset. The rectangle remains centered around its current center. Negative values will shrink the rectangle. Note, uses integers, if the offset given is too small(< 2 > -2), center will be off. 
   inflate_ip() 
 grow or shrink the rectangle size, in place inflate_ip(x, y) -> None  Same as the Rect.inflate() method, but operates in place. 
   update() 
 sets the position and size of the rectangle update(left, top, width, height) -> None update((left, top), (width, height)) -> None update(object) -> None  Sets the position and size of the rectangle, in place. See parameters for pygame.Rect() for the parameters of this function.  New in pygame 2.0.1.  
   clamp() 
 moves the rectangle inside another clamp(Rect) -> Rect  Returns a new rectangle that is moved to be completely inside the argument Rect. If the rectangle is too large to fit inside, it is centered inside the argument Rect, but its size is not changed. 
   clamp_ip() 
 moves the rectangle inside another, in place clamp_ip(Rect) -> None  Same as the Rect.clamp() method, but operates in place. 
   clip() 
 crops a rectangle inside another clip(Rect) -> Rect  Returns a new rectangle that is cropped to be completely inside the argument Rect. If the two rectangles do not overlap to begin with, a Rect with 0 size is returned. 
   clipline() 
 crops a line inside a rectangle clipline(x1, y1, x2, y2) -> ((cx1, cy1), (cx2, cy2)) clipline(x1, y1, x2, y2) -> () clipline((x1, y1), (x2, y2)) -> ((cx1, cy1), (cx2, cy2)) clipline((x1, y1), (x2, y2)) -> () clipline((x1, y1, x2, y2)) -> ((cx1, cy1), (cx2, cy2)) clipline((x1, y1, x2, y2)) -> () clipline(((x1, y1), (x2, y2))) -> ((cx1, cy1), (cx2, cy2)) clipline(((x1, y1), (x2, y2))) -> ()  Returns the coordinates of a line that is cropped to be completely inside the rectangle. If the line does not overlap the rectangle, then an empty tuple is returned. The line to crop can be any of the following formats (floats can be used in place of ints, but they will be truncated):  
 four ints 2 lists/tuples/Vector2s of 2 ints a list/tuple of four ints a list/tuple of 2 lists/tuples/Vector2s of 2 ints  
     
Returns:
a tuple with the coordinates of the given line cropped to be completely inside the rectangle is returned, if the given line does not overlap the rectangle, an empty tuple is returned  
Return type:
tuple(tuple(int, int), tuple(int, int)) or ()  
Raises:

TypeError -- if the line coordinates are not given as one of the above described line formats     Note This method can be used for collision detection between a rect and a line. See example code below.   Note The rect.bottom and rect.right attributes of a pygame.Rect always lie one pixel outside of its actual border.  # Example using clipline().
clipped_line = rect.clipline(line)

if clipped_line:
    # If clipped_line is not an empty tuple then the line
    # collides/overlaps with the rect. The returned value contains
    # the endpoints of the clipped line.
    start, end = clipped_line
    x1, y1 = start
    x2, y2 = end
else:
    print("No clipping. The line is fully outside the rect.")  New in pygame 2.0.0.  
   union() 
 joins two rectangles into one union(Rect) -> Rect  Returns a new rectangle that completely covers the area of the two provided rectangles. There may be area inside the new Rect that is not covered by the originals. 
   union_ip() 
 joins two rectangles into one, in place union_ip(Rect) -> None  Same as the Rect.union() method, but operates in place. 
   unionall() 
 the union of many rectangles unionall(Rect_sequence) -> Rect  Returns the union of one rectangle with a sequence of many rectangles. 
   unionall_ip() 
 the union of many rectangles, in place unionall_ip(Rect_sequence) -> None  The same as the Rect.unionall() method, but operates in place. 
   fit() 
 resize and move a rectangle with aspect ratio fit(Rect) -> Rect  Returns a new rectangle that is moved and resized to fit another. The aspect ratio of the original Rect is preserved, so the new rectangle may be smaller than the target in either width or height. 
   normalize() 
 correct negative sizes normalize() -> None  This will flip the width or height of a rectangle if it has a negative size. The rectangle will remain in the same place, with only the sides swapped. 
   contains() 
 test if one rectangle is inside another contains(Rect) -> bool  Returns true when the argument is completely inside the Rect. 
   collidepoint() 
 test if a point is inside a rectangle collidepoint(x, y) -> bool collidepoint((x,y)) -> bool  Returns true if the given point is inside the rectangle. A point along the right or bottom edge is not considered to be inside the rectangle.  Note For collision detection between a rect and a line the clipline() method can be used.  
   colliderect() 
 test if two rectangles overlap colliderect(Rect) -> bool  Returns true if any portion of either rectangle overlap (except the top+bottom or left+right edges).  Note For collision detection between a rect and a line the clipline() method can be used.  
   collidelist() 
 test if one rectangle in a list intersects collidelist(list) -> index  Test whether the rectangle collides with any in a sequence of rectangles. The index of the first collision found is returned. If no collisions are found an index of -1 is returned. 
   collidelistall() 
 test if all rectangles in a list intersect collidelistall(list) -> indices  Returns a list of all the indices that contain rectangles that collide with the Rect. If no intersecting rectangles are found, an empty list is returned. 
   collidedict() 
 test if one rectangle in a dictionary intersects collidedict(dict) -> (key, value) collidedict(dict) -> None collidedict(dict, use_values=0) -> (key, value) collidedict(dict, use_values=0) -> None  Returns the first key and value pair that intersects with the calling Rect object. If no collisions are found, None is returned. If use_values is 0 (default) then the dict's keys will be used in the collision detection, otherwise the dict's values will be used.  Note Rect objects cannot be used as keys in a dictionary (they are not hashable), so they must be converted to a tuple/list. e.g. rect.collidedict({tuple(key_rect) : value})  
   collidedictall() 
 test if all rectangles in a dictionary intersect collidedictall(dict) -> [(key, value), ...] collidedictall(dict, use_values=0) -> [(key, value), ...]  Returns a list of all the key and value pairs that intersect with the calling Rect object. If no collisions are found an empty list is returned. If use_values is 0 (default) then the dict's keys will be used in the collision detection, otherwise the dict's values will be used.  Note Rect objects cannot be used as keys in a dictionary (they are not hashable), so they must be converted to a tuple/list. e.g. rect.collidedictall({tuple(key_rect) : value})