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tidying up docstrings
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@ -1 +1 @@
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251300217209184493283326875275347381659
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32362240586742836034231639790863797313
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@ -511,7 +511,7 @@ class Node:
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ba.Node.exists() can be used to determine if a Node still points to
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a live node in the game.
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You can use ba.Node(None) to instantiate an invalid
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You can use `ba.Node(None)` to instantiate an invalid
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Node reference (sometimes used as attr values/etc).
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"""
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@ -1330,7 +1330,7 @@ def clipboard_has_text() -> bool:
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Category: **General Utility Functions**
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This will return False if no system clipboard is available; no need
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to call ba.clipboard_available() separately.
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to call ba.clipboard_is_supported() separately.
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"""
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return bool()
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@ -1351,7 +1351,7 @@ def clipboard_set_text(value: str) -> None:
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Category: **General Utility Functions**
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Ensure that ba.clipboard_available() returns True before adding
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Ensure that ba.clipboard_is_supported() returns True before adding
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buttons/etc. that make use of this functionality.
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"""
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return None
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@ -356,7 +356,7 @@ class Activity(DependencyComponent, Generic[PlayerType, TeamType]):
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Upon this call, the Activity should fade in backgrounds,
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start playing music, etc. It does not yet have access to players
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or teams, however. They remain owned by the previous Activity
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up until ba.Activity.on_begin is called.
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up until ba.Activity.on_begin() is called.
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"""
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def on_transition_out(self) -> None:
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@ -52,9 +52,9 @@ class Actor:
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if you want an Actor to stick around until explicitly killed
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regardless of references.
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Another key feature of ba.Actor is its ba.Actor.handlemessage() method, which
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takes a single arbitrary object as an argument. This provides a safe way
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to communicate between ba.Actor, ba.Activity, ba.Session, and any other
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Another key feature of ba.Actor is its ba.Actor.handlemessage() method,
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which takes a single arbitrary object as an argument. This provides a safe
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way to communicate between ba.Actor, ba.Activity, ba.Session, and any other
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class providing a handlemessage() method. The most universally handled
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message type for Actors is the ba.DieMessage.
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@ -113,7 +113,7 @@ class Actor:
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return self
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def on_expire(self) -> None:
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"""Called for remaining ba.Actor-s when their ba.Activity shuts down.
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"""Called for remaining `ba.Actor`s when their ba.Activity shuts down.
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Actors can use this opportunity to clear callbacks or other
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references which have the potential of keeping the ba.Activity
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@ -222,8 +222,7 @@ class Player(Generic[TeamType]):
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return self._sessionplayer.exists() and not self._expired
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def getname(self, full: bool = False, icon: bool = True) -> str:
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"""getname(full: bool = False, icon: bool = True) -> str
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"""
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Returns the player's name. If icon is True, the long version of the
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name may include an icon.
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"""
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@ -232,8 +231,7 @@ class Player(Generic[TeamType]):
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return self._sessionplayer.getname(full=full, icon=icon)
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def is_alive(self) -> bool:
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"""is_alive() -> bool
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"""
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Returns True if the player has a ba.Actor assigned and its
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is_alive() method return True. False is returned otherwise.
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"""
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@ -242,8 +240,7 @@ class Player(Generic[TeamType]):
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return self.actor is not None and self.actor.is_alive()
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def get_icon(self) -> dict[str, Any]:
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"""get_icon() -> dict[str, Any]
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"""
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Returns the character's icon (images, colors, etc contained in a dict)
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"""
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assert self._postinited
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@ -253,9 +250,7 @@ class Player(Generic[TeamType]):
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def assigninput(self, inputtype: Union[ba.InputType, tuple[ba.InputType,
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...]],
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call: Callable) -> None:
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"""assigninput(type: Union[ba.InputType, Tuple[ba.InputType, ...]],
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call: Callable) -> None
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"""
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Set the python callable to be run for one or more types of input.
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"""
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assert self._postinited
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@ -263,8 +258,7 @@ class Player(Generic[TeamType]):
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return self._sessionplayer.assigninput(type=inputtype, call=call)
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def resetinput(self) -> None:
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"""resetinput() -> None
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"""
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Clears out the player's assigned input actions.
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"""
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assert self._postinited
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@ -18,7 +18,7 @@ class PluginSubsystem:
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Category: **App Classes**
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Access the single shared instance of this class at 'ba.app.plugins'.
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Access the single shared instance of this class at `ba.app.plugins`.
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"""
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def __init__(self) -> None:
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@ -249,8 +249,8 @@ class Flag(ba.Actor):
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if not self._has_moved:
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nodepos = self.node.position
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if (max(
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abs(nodepos[i] - self._initial_position[i])
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for i in list(range(3))) > 1.0):
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abs(nodepos[i] - self._initial_position[i])
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for i in list(range(3))) > 1.0):
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self._has_moved = True
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if self._held_count > 0 or not self._has_moved:
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@ -51,7 +51,7 @@ class SpazBotDiedMessage:
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spazbot: SpazBot
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"""The SpazBot that was killed."""
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killerplayer: ba.Player
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killerplayer: Optional[ba.Player]
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"""The ba.Player that killed it (or None)."""
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how: ba.DeathType
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@ -38,7 +38,7 @@ void PythonClassNode::SetupType(PyTypeObject* obj) {
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"ba.Node.exists() can be used to determine if a Node still points to\n"
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"a live node in the game.\n"
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"\n"
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"You can use ba.Node(None) to instantiate an invalid\n"
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"You can use `ba.Node(None)` to instantiate an invalid\n"
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"Node reference (sometimes used as attr values/etc).";
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obj->tp_new = tp_new;
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obj->tp_dealloc = (destructor)tp_dealloc;
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@ -803,7 +803,7 @@ auto PythonMethodsSystem::GetMethods() -> std::vector<PyMethodDef> {
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"Category: **General Utility Functions**\n"
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"\n"
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"This will return False if no system clipboard is available; no need\n"
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" to call ba.clipboard_available() separately."},
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" to call ba.clipboard_is_supported() separately."},
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{"clipboard_set_text", (PyCFunction)PyClipboardSetText,
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METH_VARARGS | METH_KEYWORDS,
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"clipboard_set_text(value: str) -> None\n"
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@ -812,7 +812,7 @@ auto PythonMethodsSystem::GetMethods() -> std::vector<PyMethodDef> {
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"\n"
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"Category: **General Utility Functions**\n"
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"\n"
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"Ensure that ba.clipboard_available() returns True before adding\n"
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"Ensure that ba.clipboard_is_supported() returns True before adding\n"
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" buttons/etc. that make use of this functionality."},
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{"clipboard_get_text", (PyCFunction)PyClipboardGetText, METH_NOARGS,
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"clipboard_get_text() -> str\n"
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