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object --+
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cocosnode.CocosNode --+
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TextElement
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__init__(self,
text='',
position=(0,0),
**kwargs)
x.__init__(...) initializes x; see x.__class__.__doc__ for
signature
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| create_element(self) | |
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draw(self)
This is the function you will have to override if you want your
subclassed to draw something on screen.
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Inherited from cocosnode.CocosNode:
__contains__,
add,
are_actions_running,
do,
get,
get_ancestor,
get_children,
on_enter,
on_exit,
pause,
pause_scheduler,
remove,
remove_action,
resume,
resume_scheduler,
schedule,
schedule_interval,
stop,
transform,
unschedule,
visit,
walk
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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Inherited from cocosnode.CocosNode:
actions,
camera,
children,
children_anchor_x,
children_anchor_y,
children_names,
grid,
is_running,
rotation,
scale,
scheduled_calls,
scheduled_interval_calls,
skip_frame,
to_remove,
transform_anchor_x,
transform_anchor_y,
visible,
x,
y
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opacity = property(_get_opacity, _set_opacity)
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Inherited from cocosnode.CocosNode:
anchor,
anchor_x,
anchor_y,
children_anchor,
parent,
position,
transform_anchor
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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()
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