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Home/ Questions/Q 7525529
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Editorial Team
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Editorial Team
Asked: May 30, 20262026-05-30T03:34:24+00:00 2026-05-30T03:34:24+00:00

I’m starting to define my Entity classes for a game I am writing. However,

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I’m starting to define my Entity classes for a game I am writing. However, I want a lot of code re-use. I want to define classes for different functionality, and then have classes which ‘have’ some of these classes’ functionality.

For example:

class Collidable:
    def handle_collision(other, incident_vector):
        pass

    def __init__(self, shape):
        self.shape = shape

class Movable:
    def update_position(self):
        self.velocity += self.acceleration
        self.position += self.velocity

    def __init__(self, velocity, acceleration):
        self.velocity, self.acceleration = velocity, acceleration

class Drawable:
    def draw(self):
        pass

    def __init__(self, image):
        self.image = image

class Controllable:
    def key_down(self, key):
        pass

    def __init__(self):
        pass

Then have a Player class which is Collidable, Movable, Drawable, Controllable, an Invisible Barrier which is only Collidable, a Background which is only Drawable, etc. I’ve heard of many different ways of connecting multiple classes, (such as via Composition, (Multiple) Inheritance, Interfaces, etc), but I don’t know which is most appropriate and/or pythonic for this situation.

Mix-ins (special case of Multiple Inheritance) looks to be what I’m looking for (since a Player should BE a Collidable, a Movable, a Drawable, and a Controllable), but in trying this out, I’m finding difficulty in using super to pass the right arguments to the right init functions.

Edit:

I’m using python 3.2.

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-30T03:34:25+00:00Added an answer on May 30, 2026 at 3:34 am

    Here is a simple way to implement the inheritance using super(). For this to work you will always need to create instances of Player (and other classes that inherit from your ***able classes) with keyword arguments. Each base class will strip whatever keyword arguments it is using from kwargs and pass the rest on to the next __init__() in the mro, for example:

    class Collidable(object):
        def handle_collision(other, incident_vector):
            pass
    
        def __init__(self, shape, **kwargs):
            self.shape = shape
            super(Collidable, self).__init__(**kwargs)
    
    class Movable(object):
        def update_position(self):
            self.velocity += self.acceleration
            self.position += self.velocity
    
        def __init__(self, velocity, acceleration, **kwargs):
            self.velocity, self.acceleration = velocity, acceleration
            super(Movable, self).__init__(**kwargs)
    
    class Drawable(object):
        def draw(self):
            pass
    
        def __init__(self, image, **kwargs):
            self.image = image
            super(Drawable, self).__init__(**kwargs)
    
    class Controllable(object):
        def key_down(self, key):
            pass
    
        def __init__(self, **kwargs):
            super(Controllable, self).__init__(**kwargs)
    

    Then you could define your Player class:

    class Player(Collidable, Movable, Drawable, Controllable):
        pass
    

    And use it like this:

    >>> p = Player(shape='circle', velocity=0.0, acceleration=1.0, image='player.png')
    >>> p.shape
    'circle'
    >>> p.velocity
    0.0
    >>> p.acceleration
    1.0
    

    If you need additional instance variables for the Player class you would define an __init__() similar to the other classes, for example:

    class Player(Collidable, Movable, Drawable, Controllable):
        def __init__(name, **kwargs):
            self.name = name
            super(Player, self).__init__(**kwargs)
    
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