nodes: 0, module; 1, function_definition; 2, function_name:_get_mouse_cursor; 3, parameters; 4, block; 5, identifier:self; 6, expression_statement; 7, if_statement; 8, comment:"""Determine mouse cursor.
          By default look for self.mouse_cursor is defined and take that.
          Otherwise use gdk.CursorType.FLEUR for draggable sprites and gdk.CursorType.HAND2 for
          interactive sprites. Defaults to scenes cursor.
          """; 9, comparison_operator:self.mouse_cursor is not None; 10, block; 11, elif_clause; 12, elif_clause; 13, attribute; 14, None; 15, return_statement; 16, boolean_operator; 17, block; 18, attribute; 19, block; 20, identifier:self; 21, identifier:mouse_cursor; 22, attribute; 23, attribute; 24, attribute; 25, return_statement; 26, identifier:self; 27, identifier:interactive; 28, return_statement; 29, identifier:self; 30, identifier:mouse_cursor; 31, identifier:self; 32, identifier:interactive; 33, identifier:self; 34, identifier:draggable; 35, attribute; 36, attribute; 37, attribute; 38, identifier:FLEUR; 39, attribute; 40, identifier:HAND2; 41, identifier:gdk; 42, identifier:CursorType; 43, identifier:gdk; 44, identifier:CursorType
code: def _get_mouse_cursor(self):
          """Determine mouse cursor.
          By default look for self.mouse_cursor is defined and take that.
          Otherwise use gdk.CursorType.FLEUR for draggable sprites and gdk.CursorType.HAND2 for
          interactive sprites. Defaults to scenes cursor.
          """
          if self.mouse_cursor is not None:
              return self.mouse_cursor
          elif self.interactive and self.draggable:
              return gdk.CursorType.FLEUR
          elif self.interactive:
              return gdk.CursorType.HAND2