pygame.sprite.LayeredUpdates.move_to_front() does not work

pygame.sprite.LayeredUpdates is a Group object that manages pygame.sprite.Sprite objects.
pygame.sprite.LayeredUpdates.move_to_front is a Method Objects. The argument of pygame.sprite.LayeredUpdates.move_to_front must be a pygame.sprite.Sprite objects contained in the Group:

Brings the sprite to front, changing sprite layer to topmost layer

Therefore you must create a Group

layered_group = pygame.sprite.LayeredUpdates()

That contains pygame.sprite.Sprite objects. In the following my_sprite is a pygame.sprite.Sprite object:

layered_group.layered_group.add(my_sprite)

Then you can associate a sprite to a layer and bring the layer to the front:

cursor_layer = 1
layered_sprites.change_layer(my_sprite, cursor_layer)
layered_group.move_to_front(my_sprite)

Minimal example:

import pygame

pygame.init()
window = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()

obstacle = pygame.sprite.Sprite()
obstacle.image = pygame.Surface((50, 50))
obstacle.image.fill((128, 128, 128))
obstacle.rect = obstacle.image.get_rect(center = (140, 140))

player = pygame.sprite.Sprite()
player.image = pygame.Surface((50, 50))
player.image.fill((255, 0, 0))
player.rect = obstacle.image.get_rect(center = (160, 160))

layered_sprites = pygame.sprite.LayeredUpdates([player, obstacle])
layered_sprites.change_layer(player, 1)
layered_sprites.change_layer(obstacle, 2)

run = True
while run:
    clock.tick(60)
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            run = False
        if event.type == pygame.MOUSEBUTTONDOWN:
            if event.button == 1:
                layered_sprites.move_to_front(player)
            if event.button == 3:
                layered_sprites.move_to_front(obstacle)

    window.fill(0)
    layered_sprites.draw(window)
    pygame.display.flip()

pygame.quit()
exit()

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