# import pygame
import runtime

class ObjectDrawer:
	def __init__ (self):
		self.objects = []
		self.surface = runtime.surface

	def add (self, *objects):
		for obj in objects:
			if obj not in self.objects:
				self.objects.append (obj)

	def remove (self, *objects):
		for obj in objects:
			self.objects.remove (obj)

	def clear (self):
		self.objects.clear ()

	def update (self):
		if self.objects:
			self.objects.sort (key=lambda obj: obj.rect.bottom)
			self.objects = list (filter (self.draw, self.objects))

	def draw (self, obj):
		if obj.alive ():
			# print (obj, obj.dirty)
			if obj.dirty:
				# print (obj)
				obj.draw ()
				obj.dirty = False
			return True
		return False
c4be742dcbc61301e597bc1f99b0afd41912b94c
<mask token>


class ObjectDrawer:
    <mask token>
    <mask token>

    def remove(self, *objects):
        for obj in objects:
            self.objects.remove(obj)
    <mask token>

    def update(self):
        if self.objects:
            self.objects.sort(key=lambda obj: obj.rect.bottom)
            self.objects = list(filter(self.draw, self.objects))

    def draw(self, obj):
        if obj.alive():
            if obj.dirty:
                obj.draw()
                obj.dirty = False
            return True
        return False

<mask token>


class ObjectDrawer:
    <mask token>
    <mask token>

    def remove(self, *objects):
        for obj in objects:
            self.objects.remove(obj)

    def clear(self):
        self.objects.clear()

    def update(self):
        if self.objects:
            self.objects.sort(key=lambda obj: obj.rect.bottom)
            self.objects = list(filter(self.draw, self.objects))

    def draw(self, obj):
        if obj.alive():
            if obj.dirty:
                obj.draw()
                obj.dirty = False
            return True
        return False

<mask token>


class ObjectDrawer:
    <mask token>

    def add(self, *objects):
        for obj in objects:
            if obj not in self.objects:
                self.objects.append(obj)

    def remove(self, *objects):
        for obj in objects:
            self.objects.remove(obj)

    def clear(self):
        self.objects.clear()

    def update(self):
        if self.objects:
            self.objects.sort(key=lambda obj: obj.rect.bottom)
            self.objects = list(filter(self.draw, self.objects))

    def draw(self, obj):
        if obj.alive():
            if obj.dirty:
                obj.draw()
                obj.dirty = False
            return True
        return False

import runtime


class ObjectDrawer:

    def __init__(self):
        self.objects = []
        self.surface = runtime.surface

    def add(self, *objects):
        for obj in objects:
            if obj not in self.objects:
                self.objects.append(obj)

    def remove(self, *objects):
        for obj in objects:
            self.objects.remove(obj)

    def clear(self):
        self.objects.clear()

    def update(self):
        if self.objects:
            self.objects.sort(key=lambda obj: obj.rect.bottom)
            self.objects = list(filter(self.draw, self.objects))

    def draw(self, obj):
        if obj.alive():
            if obj.dirty:
                obj.draw()
                obj.dirty = False
            return True
        return False

# import pygame
import runtime

class ObjectDrawer:
	def __init__ (self):
		self.objects = []
		self.surface = runtime.surface

	def add (self, *objects):
		for obj in objects:
			if obj not in self.objects:
				self.objects.append (obj)

	def remove (self, *objects):
		for obj in objects:
			self.objects.remove (obj)

	def clear (self):
		self.objects.clear ()

	def update (self):
		if self.objects:
			self.objects.sort (key=lambda obj: obj.rect.bottom)
			self.objects = list (filter (self.draw, self.objects))

	def draw (self, obj):
		if obj.alive ():
			# print (obj, obj.dirty)
			if obj.dirty:
				# print (obj)
				obj.draw ()
				obj.dirty = False
			return True
		return False