Class cocos.text.TextElement

         object --+    
                  |    
cocosnode.CocosNode --+
                      |
                     TextElement

Methods

  __init__(self, text='', position=(0,0), **kwargs)
x.__init__(...) initializes x; see x.__class__.__doc__ for signature
  create_element(self)
  draw(self)
This is the function you will have to override if you want your subclassed to draw something on screen.
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__

Properties

Inherited from object: __class__

Instance Variables

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

Class Variables

  opacity = property(_get_opacity, _set_opacity)
Inherited from cocosnode.CocosNode: anchor, anchor_x, anchor_y, children_anchor, parent, position, transform_anchor

Method Details

__init__

(Constructor) __init__(self, text='', position=(0,0), **kwargs)
x.__init__(...) initializes x; see x.__class__.__doc__ for signature
Overrides:
cocosnode.CocosNode.__init__

draw

draw(self)

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()
Overrides:
cocosnode.CocosNode.draw