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object --+
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CocosNode
Cocosnode is the main element. Anything thats gets drawn or contains things that get drawn is a cocosnode. The most popular cocosnodes are scenes, layers and sprites.
Some cocosnodes provide extra functionality for them or their children.
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__init__(self)
x.__init__(...) initializes x; see x.__class__.__doc__ for
signature
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schedule_interval(self,
callback,
interval,
*args,
**kwargs)
Schedule a function to be called every
interval seconds. |
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schedule(self,
callback,
*args,
**kwargs)
Schedule a function to be called every frame.
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unschedule(self,
callback)
Remove a function from the schedule.
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resume_scheduler(self)
Time will continue/start passing for this node and callbacks
will be called.
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pause_scheduler(self)
Time will stop passing for this node and callbacks will
not be called
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get_ancestor(self,
klass)
Walks the nodes tree upwards until it finds a node of the class
klass
or returns None |
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add(self,
child,
z=0,
name=None)
Adds a child to the container
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remove(self,
obj)
Removes a child from the container given its name or object
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| get_children(self) | |
| __contains__(self, child) | |
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get(self,
name)
Gets a child from the container given its name
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on_enter(self)
Called every time just before the node enters the stage.
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on_exit(self)
Called every time just before the node leaves the stage
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transform(self)
Apply ModelView transformations
you will most likely want to wrap calls to this function with
glPushMatrix/glPopMatrix
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| list |
walk(self,
callback,
collect=None)
Executes callback on all the subtree starting at self.
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visit(self)
This function visits it's children in a recursive
way.
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draw(self,
*args,
**kwargs)
This is the function you will have to override if you want your
subclassed to draw something on screen.
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| Action instance |
do(self,
action,
target=None)
Executes an action.
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remove_action(self,
action)
Removes an action from the queue
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pause(self)
Suspends the execution of actions.
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resume(self)
Resumes the execution of actions.
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stop(self)
Removes all actions from the running action list
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are_actions_running(self)
Determine whether any actions are running.
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Inherited from object:
__delattr__,
__getattribute__,
__hash__,
__new__,
__reduce__,
__reduce_ex__,
__repr__,
__setattr__,
__str__
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Inherited from object:
__class__
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children
list of children.
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children_names
dictionary that maps children names with children references
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x
x-position of the object relative to its parent's children_anchor_x value.
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y
y-position of the object relative to its parent's children_anchor_y value.
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scale
a float, alters the scale of this node and its children.
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rotation
a float, in degrees, alters the rotation of this node and its children.
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camera
eye, center and up vector for the Camera.
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children_anchor_x
offset from (x,0) from where children will have its (0,0) coordinate.
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children_anchor_y
offset from (x,y) from where children will have its (0,0) coordinate.
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transform_anchor_x
offset from (x,0) from where rotation and scale will be applied.
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transform_anchor_y
offset from (0,y) from where rotation and scale will be applied.
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visible
whether of not the object is visible.
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grid
the grid object for the grid actions.
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actions
list of Action objects that are running
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to_remove
list of Action objects to be removed
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skip_frame
whether or not the next frame will be skipped
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scheduled_calls
list of scheduled callbacks
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scheduled_interval_calls
list of scheduled interval callbacks
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is_running
whether of not the object is running
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anchor = make_property("anchor")
Anchor point of the object.
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anchor_x = make_property("anchor_x")
Anchor x value for transformations and adding children
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anchor_y = make_property("anchor_y")
Anchor y value for transformations and adding children
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children_anchor = make_property("children_anchor")
Children anchor point.
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transform_anchor = make_property("transform_anchor")
Transformation anchor point.
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parent = property(_get_parent, _set_parent, doc= '''The parent
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position = property(_get_position, _set_position, doc= '''The
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Schedule a function to be called every interval seconds.
Specifying an interval of 0 prevents the function from being called again (see schedule to call a function as often as possible).
The callback function prototype is the same as for schedule.
This function is a wrapper to pyglet.clock.schedule_interval. It has the additional benefit that all calllbacks are paused and resumed when the node leaves or enters a scene.
You should not have to schedule things using pyglet by yourself.
Schedule a function to be called every frame.
The function should have a prototype that includes dt as the first argument, which gives the elapsed time, in seconds, since the last clock tick. Any additional arguments given to this function are passed on to the callback:
def callback(dt, *args, **kwargs): pass
This function is a wrapper to pyglet.clock.schedule. It has the additional benefit that all calllbacks are paused and resumed when the node leaves or enters a scene.
You should not have to schedule things using pyglet by yourself.
Remove a function from the schedule.
If the function appears in the schedule more than once, all occurances are removed. If the function was not scheduled, no error is raised.
This function is a wrapper to pyglet.clock.unschedule. It has the additional benefit that all calllbacks are paused and resumed when the node leaves or enters a scene.
You should not unschedule things using pyglet that where scheduled by node.schedule/node.schedule_interface.
This function visits it's children in a recursive way.
It will first visit the children that that have a z-order value less than 0.
Then it will call the draw method to draw itself.
And finally it will visit the rest of the children (the ones with a z-value bigger or equal than 0)
Before visiting any children it will call the transform method to apply any possible transformation.
This is the function you will have to override if you want your subclassed to draw something on screen.
You must respect the position, scale, rotation and anchor attributes. If you want OpenGL to do the scaling for you, you can:
def draw(self): glPushMatrix() self.transform() # ... draw .. glPopMatrix()
make_property("anchor")
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make_property("children_anchor")
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make_property("transform_anchor")
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property(_get_parent, _set_parent, doc= '''The parent of this object.
:type: object
''')
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property(_get_position, _set_position, doc= '''The (x, y) coordinates |
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