update examples

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Roman Trapeznikov 2022-02-11 14:10:47 +03:00
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13 changed files with 493 additions and 434 deletions

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@ -1 +1 @@
175217515325031448193730963697929841246
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@ -102,7 +102,7 @@ class Context:
Category: General Utility Classes
Many operations such as ba.newnode() or ba.gettexture() operate
Many operations such as ba.newnode or ba.gettexture operate
implicitly on the current context. Each ba.Activity has its own
Context and objects within that activity (nodes, media, etc) can only
interact with other objects from that context.
@ -114,17 +114,17 @@ class Context:
the UI (there is a special 'ui' context for all user-interface-related
functionality)
When instantiating a ba.Context instance, a single 'source' argument
When instantiating a ba.Context instance, a single ``'source'`` argument
is passed, which can be one of the following strings/objects:
'empty':
``'empty'``:
Gives an empty context; it can be handy to run code here to ensure
it does no loading of media, creation of nodes, etc.
'current':
``'current'``:
Sets the context object to the current context.
'ui':
``'ui'``:
Sets to the UI context. UI functions as well as loading of media to
be used in said functions must happen in the UI context.
@ -138,16 +138,18 @@ class Context:
Usage:
Contexts are generally used with the python 'with' statement, which
sets the context as current on entry and resets it to the previous
value on exit.
Contexts are generally used with the python 'with' statement, which
sets the context as current on entry and resets it to the previous
value on exit.
# Example: load a few textures into the UI context
# (for use in widgets, etc):
with ba.Context('ui'):
tex1 = ba.gettexture('foo_tex_1')
tex2 = ba.gettexture('foo_tex_2')
Example:
Load a few textures into the UI context
(for use in widgets, etc):
```python
>>> with ba.Context('ui'):
... tex1 = ba.gettexture('foo_tex_1')
... tex2 = ba.gettexture('foo_tex_2')
```
"""
def __init__(self, source: Any):
@ -189,17 +191,21 @@ class ContextCall:
shutdown, whereas ba.WeakCall simply looks at whether the target
object still exists.
# Example A: code like this can inadvertently prevent our activity
# (self) from ending until the operation completes, since the bound
# method we're passing (self.dosomething) contains a strong-reference
# to self).
start_some_long_action(callback_when_done=self.dosomething)
Examples:
Example A: code like this can inadvertently prevent our activity
(self) from ending until the operation completes, since the bound
method we're passing (self.dosomething) contains a strong-reference
to self).
>>> start_some_long_action(callback_when_done=self.dosomething)
# Example B: in this case our activity (self) can still die
# properly; the callback will clear itself when the activity starts
# shutting down, becoming a harmless no-op and releasing the reference
# to our activity.
start_long_action(callback_when_done=ba.ContextCall(self.mycallback))
Example B: in this case our activity (self) can still die
properly; the callback will clear itself when the activity starts
shutting down, becoming a harmless no-op and releasing the reference
to our activity.
```python
>>> start_long_action(
... callback_when_done=ba.ContextCall(self.mycallback))
```
"""
def __init__(self, call: Callable):
@ -235,41 +241,41 @@ class InputDevice:
Attributes:
allows_configuring
allows_configuring (bool):
Whether the input-device can be configured.
has_meaningful_button_names
has_meaningful_button_names (bool):
Whether button names returned by this instance match labels
on the actual device. (Can be used to determine whether to show
them in controls-overlays, etc.).
player
player (Optional[ba.SessionPlayer]):
The player associated with this input device.
client_id
client_id (int):
The numeric client-id this device is associated with.
This is only meaningful for remote client inputs; for
all local devices this will be -1.
name
name (str):
The name of the device.
unique_identifier
unique_identifier (str):
A string that can be used to persistently identify the device,
even among other devices of the same type. Used for saving
prefs, etc.
id
id (int):
The unique numeric id of this device.
instance_number
instance_number (int):
The number of this device among devices of the same type.
is_controller_app
is_controller_app (bool):
Whether this input-device represents a locally-connected
controller-app.
is_remote_client
is_remote_client (bool):
Whether this input-device represents a remotely-connected
client.
@ -362,20 +368,20 @@ class Material:
A material can affect physical characteristics, generate sounds,
or trigger callback functions when collisions occur.
Materials are applied to 'parts', which are groups of one or more
rigid bodies created as part of a ba.Node. Nodes can have any number
Materials are applied to ``'parts'``, which are groups of one or more
rigid bodies created as part of a ba.Node. Nodes can have any number
of parts, each with its own set of materials. Generally materials are
specified as array attributes on the Node. The 'spaz' node, for
example, has various attributes such as 'materials',
'roller_materials', and 'punch_materials', which correspond to the
specified as array attributes on the Node. The ``'spaz'`` node, for
example, has various attributes such as ``'materials'``,
``'roller_materials'``, and ``'punch_materials'``, which correspond to the
various parts it creates.
Use ba.Material() to instantiate a blank material, and then use its
add_actions() method to define what the material does.
Use ba.Material to instantiate a blank material, and then use its
ba.Material.add_actions method to define what the material does.
Attributes:
label
label (str):
A label for the material; only used for debugging.
"""
@ -393,133 +399,139 @@ class Material:
Add one or more actions to the material, optionally with conditions.
Conditions:
Conditions are provided as tuples which can be combined to form boolean
logic. A single condition might look like ``('condition_name', cond_arg)``,
or a more complex nested one might look like ``(('some_condition',
cond_arg), 'or', ('another_condition', cond2_arg))``.
Conditions are provided as tuples which can be combined to form boolean
logic. A single condition might look like ('condition_name', cond_arg),
or a more complex nested one might look like (('some_condition',
cond_arg), 'or', ('another_condition', cond2_arg)).
'and', 'or', and 'xor' are available to chain together 2 conditions, as
seen above.
``'and'``, ``'or'``, and ``'xor'`` are available to chain together 2 conditions, as
seen above.
Available Conditions:
``('they_have_material', material)`` - does the part we're hitting have a
given ba.Material?
('they_have_material', material) - does the part we're hitting have a
given ba.Material?
``('they_dont_have_material', material)`` - does the part we're hitting
not have a given ba.Material?
('they_dont_have_material', material) - does the part we're hitting
not have a given ba.Material?
``('eval_colliding')`` - is ``'collide'`` true at this point in material
evaluation? (see the modify_part_collision action)
('eval_colliding') - is 'collide' true at this point in material
evaluation? (see the modify_part_collision action)
``('eval_not_colliding')`` - is 'collide' false at this point in material
evaluation? (see the modify_part_collision action)
('eval_not_colliding') - is 'collide' false at this point in material
evaluation? (see the modify_part_collision action)
``('we_are_younger_than', age)`` - is our part younger than ``'age'``
(in milliseconds)?
('we_are_younger_than', age) - is our part younger than 'age'
(in milliseconds)?
``('we_are_older_than', age)`` - is our part older than ``'age'``
(in milliseconds)?
('we_are_older_than', age) - is our part older than 'age'
(in milliseconds)?
``('they_are_younger_than', age)`` - is the part we're hitting younger than
``'age'`` (in milliseconds)?
('they_are_younger_than', age) - is the part we're hitting younger than
'age' (in milliseconds)?
``('they_are_older_than', age)`` - is the part we're hitting older than
``'age'`` (in milliseconds)?
('they_are_older_than', age) - is the part we're hitting older than
'age' (in milliseconds)?
``('they_are_same_node_as_us')`` - does the part we're hitting belong to
the same ba.Node as us?
('they_are_same_node_as_us') - does the part we're hitting belong to
the same ba.Node as us?
('they_are_different_node_than_us') - does the part we're hitting
belong to a different ba.Node than us?
``('they_are_different_node_than_us')`` - does the part we're hitting
belong to a different ba.Node than us?
Actions:
In a similar manner, actions are specified as tuples. Multiple actions
can be specified by providing a tuple of tuples.
In a similar manner, actions are specified as tuples. Multiple actions
can be specified by providing a tuple of tuples.
Available Actions:
``('call', when, callable)`` - calls the provided callable; ``'when'`` can be
either ``'at_connect'`` or ``'at_disconnect'``. ``'at_connect'`` means to fire
when the two parts first come in contact; ``'at_disconnect'`` means to
fire once they cease being in contact.
('call', when, callable) - calls the provided callable; 'when' can be
either 'at_connect' or 'at_disconnect'. 'at_connect' means to fire
when the two parts first come in contact; 'at_disconnect' means to
fire once they cease being in contact.
``('message', who, when, message_obj)`` - sends a message object; ``'who'`` can
be either ``'our_node'`` or ``'their_node'``, ``'when'`` can be ``'at_connect'`` or
``'at_disconnect'``, and message_obj is the message object to send.
This has the same effect as calling the node's ba.Node.handlemessage
method.
('message', who, when, message_obj) - sends a message object; 'who' can
be either 'our_node' or 'their_node', 'when' can be 'at_connect' or
'at_disconnect', and message_obj is the message object to send.
This has the same effect as calling the node's handlemessage()
method.
``('modify_part_collision', attr, value)`` - changes some characteristic
of the physical collision that will occur between our part and their
part. This change will remain in effect as long as the two parts
remain overlapping. This means if you have a part with a material
that turns ``'collide'`` off against parts younger than 100ms, and it
touches another part that is 50ms old, it will continue to not
collide with that part until they separate, even if the 100ms
threshold is passed. Options for attr/value are: ``'physical'`` (boolean
value; whether a *physical* response will occur at all), ``'friction'``
(float value; how friction-y the physical response will be),
``'collide'`` (boolean value; whether *any* collision will occur at all,
including non-physical stuff like callbacks), ``'use_node_collide'``
(boolean value; whether to honor modify_node_collision overrides for
this collision), ``'stiffness'`` (float value, how springy the physical
response is), ``'damping'`` (float value, how damped the physical
response is), ``'bounce'`` (float value; how bouncy the physical response
is).
('modify_part_collision', attr, value) - changes some characteristic
of the physical collision that will occur between our part and their
part. This change will remain in effect as long as the two parts
remain overlapping. This means if you have a part with a material
that turns 'collide' off against parts younger than 100ms, and it
touches another part that is 50ms old, it will continue to not
collide with that part until they separate, even if the 100ms
threshold is passed. Options for attr/value are: 'physical' (boolean
value; whether a *physical* response will occur at all), 'friction'
(float value; how friction-y the physical response will be),
'collide' (boolean value; whether *any* collision will occur at all,
including non-physical stuff like callbacks), 'use_node_collide'
(boolean value; whether to honor modify_node_collision overrides for
this collision), 'stiffness' (float value, how springy the physical
response is), 'damping' (float value, how damped the physical
response is), 'bounce' (float value; how bouncy the physical response
is).
``('modify_node_collision', attr, value)`` - similar to
``modify_part_collision``, but operates at a node-level.
collision attributes set here will remain in effect as long as
*anything* from our part's node and their part's node overlap.
A key use of this functionality is to prevent new nodes from
colliding with each other if they appear overlapped;
if ``modify_part_collision`` is used, only the individual parts that
were overlapping would avoid contact, but other parts could still
contact leaving the two nodes 'tangled up'. Using
``modify_node_collision ensures`` that the nodes must completely
separate before they can start colliding. Currently the only attr
available here is ``'collide'`` (a boolean value).
('modify_node_collision', attr, value) - similar to
modify_part_collision, but operates at a node-level.
collision attributes set here will remain in effect as long as
*anything* from our part's node and their part's node overlap.
A key use of this functionality is to prevent new nodes from
colliding with each other if they appear overlapped;
if modify_part_collision is used, only the individual parts that
were overlapping would avoid contact, but other parts could still
contact leaving the two nodes 'tangled up'. Using
modify_node_collision ensures that the nodes must completely
separate before they can start colliding. Currently the only attr
available here is 'collide' (a boolean value).
``('sound', sound, volume)`` - plays a ba.Sound when a collision occurs, at
a given volume, regardless of the collision speed/etc.
('sound', sound, volume) - plays a ba.Sound when a collision occurs, at
a given volume, regardless of the collision speed/etc.
``('impact_sound', sound, targetImpulse, volume)`` - plays a sound when a
collision occurs, based on the speed of impact. Provide a ba.Sound, a
target-impulse, and a volume.
('impact_sound', sound, targetImpulse, volume) - plays a sound when a
collision occurs, based on the speed of impact. Provide a ba.Sound, a
target-impulse, and a volume.
``('skid_sound', sound, targetImpulse, volume)`` - plays a sound during a
collision when parts are 'scraping' against each other. Provide a
ba.Sound, a target-impulse, and a volume.
('skid_sound', sound, targetImpulse, volume) - plays a sound during a
collision when parts are 'scraping' against each other. Provide a
ba.Sound, a target-impulse, and a volume.
``('roll_sound', sound, targetImpulse, volume)`` - plays a sound during a
collision when parts are 'rolling' against each other. Provide a
ba.Sound, a target-impulse, and a volume.
('roll_sound', sound, targetImpulse, volume) - plays a sound during a
collision when parts are 'rolling' against each other. Provide a
ba.Sound, a target-impulse, and a volume.
Examples:
example 1: create a material that lets us ignore
collisions against any nodes we touch in the first
100 ms of our existence; handy for preventing us from
exploding outward if we spawn on top of another object:
```python
>>> m = ba.Material()
... m.add_actions(
... conditions=(('we_are_younger_than', 100),
... 'or', ('they_are_younger_than', 100)),
... actions=('modify_node_collision', 'collide', False))
```
# example 1: create a material that lets us ignore
# collisions against any nodes we touch in the first
# 100 ms of our existence; handy for preventing us from
# exploding outward if we spawn on top of another object:
m = ba.Material()
m.add_actions(conditions=(('we_are_younger_than', 100),
'or',('they_are_younger_than', 100)),
actions=('modify_node_collision', 'collide', False))
example 2: send a ba.DieMessage to anything we touch, but cause
no physical response. This should cause any ba.Actor to drop dead:
```python
>>> m = ba.Material()
... m.add_actions(
... actions=(('modify_part_collision', 'physical', False),
... ('message', 'their_node', 'at_connect',
... ba.DieMessage())))
```
# example 2: send a DieMessage to anything we touch, but cause
# no physical response. This should cause any ba.Actor to drop dead:
m = ba.Material()
m.add_actions(actions=(('modify_part_collision', 'physical', False),
('message', 'their_node', 'at_connect',
ba.DieMessage())))
# example 3: play some sounds when we're contacting the ground:
m = ba.Material()
m.add_actions(conditions=('they_have_material',
shared.footing_material),
actions=(('impact_sound', ba.getsound('metalHit'), 2, 5),
('skid_sound', ba.getsound('metalSkid'), 2, 5)))
example 3: play some sounds when we're contacting the ground:
```python
>>> m = ba.Material()
... m.add_actions(
... conditions=('they_have_material',
shared.footing_material),
... actions=(('impact_sound', ba.getsound('metalHit'), 2, 5),
... ('skid_sound', ba.getsound('metalSkid'), 2, 5)))
```
"""
return None
@ -688,14 +700,17 @@ class Node:
Connect one of this node's attributes to an attribute on another node.
This will immediately set the target attribute's value to that of the
source attribute, and will continue to do so once per step as long as
the two nodes exist. The connection can be severed by setting the
the two nodes exist. The connection can be severed by setting the
target attribute to any value or connecting another node attribute
to it.
# Example: create a locator and attach a light to it:
light = ba.newnode('light')
loc = ba.newnode('locator', attrs={'position': (0,10,0)})
loc.connectattr('position', light, 'position')
Example:
Create a locator and attach a light to it:
```python
>>> light = ba.newnode('light')
... loc = ba.newnode('locator', attrs={'position': (0, 10, 0)})
... loc.connectattr('position', light, 'position')
```
"""
return None
@ -1005,16 +1020,19 @@ class Timer:
timeformat: A ba.TimeFormat value determining how the passed time is
interpreted.
# Example: use a Timer object to print repeatedly for a few seconds:
def say_it():
ba.screenmessage('BADGER!')
def stop_saying_it():
self.t = None
ba.screenmessage('MUSHROOM MUSHROOM!')
# Create our timer; it will run as long as we have the self.t ref.
self.t = ba.Timer(0.3, say_it, repeat=True)
# Now fire off a one-shot timer to kill it.
ba.timer(3.89, stop_saying_it)
Example:
Use a Timer object to print repeatedly for a few seconds:
```python
>>> def say_it():
... ba.screenmessage('BADGER!')
... def stop_saying_it():
... self.t = None
... ba.screenmessage('MUSHROOM MUSHROOM!')
... # Create our timer; it will run as long as we have the self.t ref.
... self.t = ba.Timer(0.3, say_it, repeat=True)
... # Now fire off a one-shot timer to kill it.
... ba.timer(3.89, stop_saying_it)
```
"""
def __init__(self,
@ -1797,10 +1815,13 @@ def do_once() -> bool:
The call is made from. Returns True if this location has not been
registered already, and False if it has.
# Example: this print will only fire for the first loop iteration:
for i in range(10):
if ba.do_once():
print('Hello once from loop!')
Example:
This print will only fire for the first loop iteration:
```python
>>> for i in range(10):
... if ba.do_once():
... print('Hello once from loop!')
```
"""
return bool()
@ -3572,8 +3593,8 @@ def set_have_mods(have_mods: bool) -> None:
def set_internal_language_keys(
listobj: list[tuple[str, str]],
random_names_list: list[tuple[str, str]]) -> None:
listobj: list[tuple[str, str]],
random_names_list: list[tuple[str, str]]) -> None:
"""set_internal_language_keys(listobj: list[tuple[str, str]],
random_names_list: list[tuple[str, str]]) -> None
@ -3591,7 +3612,7 @@ def set_low_level_config_value(key: str, value: int) -> None:
def set_map_bounds(
bounds: tuple[float, float, float, float, float, float]) -> None:
bounds: tuple[float, float, float, float, float, float]) -> None:
"""set_map_bounds(bounds: tuple[float, float, float, float, float, float])
-> None
@ -3943,8 +3964,8 @@ def textwidget(edit: ba.Widget = None,
@overload
def time(
timetype: ba.TimeType = TimeType.SIM,
timeformat: Literal[TimeFormat.SECONDS] = TimeFormat.SECONDS) -> float:
timetype: ba.TimeType = TimeType.SIM,
timeformat: Literal[TimeFormat.SECONDS] = TimeFormat.SECONDS) -> float:
...
@ -4037,45 +4058,53 @@ def timer(time: float,
This timer cannot be canceled or modified once created. If you
require the ability to do so, use the ba.Timer class instead.
time: length of time (in seconds by default) that the timer will wait
before firing. Note that the actual delay experienced may vary
depending on the timetype. (see below)
Arguments:
time (float):
Length of time (in seconds by default) that the timer will wait
before firing. Note that the actual delay experienced may vary
depending on the timetype. (see below)
call: A callable Python object. Note that the timer will retain a
strong reference to the callable for as long as it exists, so you
may want to look into concepts such as ba.WeakCall if that is not
desired.
call (Callable[[], Any]):
A callable Python object. Note that the timer will retain a
strong reference to the callable for as long as it exists, so you
may want to look into concepts such as ba.WeakCall if that is not
desired.
repeat: if True, the timer will fire repeatedly, with each successive
firing having the same delay as the first.
repeat (bool):
If True, the timer will fire repeatedly, with each successive
firing having the same delay as the first.
timetype can be either 'sim', 'base', or 'real'. It defaults to
'sim'. Types are explained below:
'sim' time maps to local simulation time in ba.Activity or ba.Session
timetype (ba.TimeType):
Can be either ``SIM``, ``BASE``, or ``REAL``. It defaults to
``SIM``.
timeformat (ba.TimeFormat):
Defaults to seconds but can also be milliseconds.
- SIM time maps to local simulation time in ba.Activity or ba.Session
Contexts. This means that it may progress slower in slow-motion play
modes, stop when the game is paused, etc. This time type is not
available in UI contexts.
'base' time is also linked to gameplay in ba.Activity or ba.Session
- BASE time is also linked to gameplay in ba.Activity or ba.Session
Contexts, but it progresses at a constant rate regardless of
slow-motion states or pausing. It can, however, slow down or stop
in certain cases such as network outages or game slowdowns due to
cpu load. Like 'sim' time, this is unavailable in UI contexts.
'real' time always maps to actual clock time with a bit of filtering
added, regardless of Context. (the filtering prevents it from going
- REAL time always maps to actual clock time with a bit of filtering
added, regardless of Context. (The filtering prevents it from going
backwards or jumping forward by large amounts due to the app being
backgrounded, system time changing, etc.)
Real time timers are currently only available in the UI context.
the 'timeformat' arg defaults to seconds but can also be milliseconds.
# timer example: print some stuff through time:
ba.screenmessage('hello from now!')
ba.timer(1.0, ba.Call(ba.screenmessage, 'hello from the future!'))
ba.timer(2.0, ba.Call(ba.screenmessage, 'hello from the future 2!'))
"""
Examples:
Print some stuff through time:
```python
>>> ba.screenmessage('hello from now!')
>>> ba.timer(1.0, ba.Call(ba.screenmessage, 'hello from the future!'))
>>> ba.timer(2.0, ba.Call(ba.screenmessage,
... 'hello from the future 2!'))
```"""
return None

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@ -33,15 +33,18 @@ class Actor:
(killing off or transitioning out their nodes) when the last Python
reference to them disappears, so you can use logic such as:
# Create a flag Actor in our game activity:
from bastd.actor.flag import Flag
self.flag = Flag(position=(0, 10, 0))
# Later, destroy the flag.
# (provided nothing else is holding a reference to it)
# We could also just assign a new flag to this value.
# Either way, the old flag disappears.
self.flag = None
Example:
```python
>>> # Create a flag Actor in our game activity:
>>> from bastd.actor.flag import Flag
>>> self.flag = Flag(position=(0, 10, 0))
>>>
>>> # Later, destroy the flag.
>>> # (provided nothing else is holding a reference to it)
>>> # We could also just assign a new flag to this value.
>>> # Either way, the old flag disappears.
>>> self.flag = None
```
This is in contrast to the behavior of the more low level ba.Nodes,
which are always explicitly created and destroyed and don't care
@ -51,18 +54,18 @@ class Actor:
if you want an Actor to stick around until explicitly killed
regardless of references.
Another key feature of ba.Actor is its handlemessage() method, which
Another key feature of ba.Actor is its ba.Actor.handlemessage method, which
takes a single arbitrary object as an argument. This provides a safe way
to communicate between ba.Actor, ba.Activity, ba.Session, and any other
class providing a handlemessage() method. The most universally handled
message type for Actors is the ba.DieMessage.
# Another way to kill the flag from the example above:
# We can safely call this on any type with a 'handlemessage' method
# (though its not guaranteed to always have a meaningful effect).
# In this case the Actor instance will still be around, but its exists()
# and is_alive() methods will both return False.
self.flag.handlemessage(ba.DieMessage())
Another way to kill the flag from the example above:
We can safely call this on any type with a 'handlemessage' method
(though its not guaranteed to always have a meaningful effect).
In this case the Actor instance will still be around, but its exists()
and is_alive() methods will both return False.
>>> self.flag.handlemessage(ba.DieMessage())
"""
def __init__(self) -> None:

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@ -166,6 +166,15 @@ class _WeakCall:
... ba.timer(5.0, ba.WeakCall(foo.bar))
... foo = None
EXAMPLE C: Wrap a method call with some positional and keyword args:
>>> myweakcall = ba.WeakCall(self.dostuff, argval1,
... namedarg=argval2)
... # Now we have a single callable to run that whole mess.
... # The same as calling myobj.dostuff(argval1, namedarg=argval2)
... # (provided my_obj still exists; this will do nothing
... # otherwise).
... myweakcall()
Note: additional args and keywords you provide to the WeakCall()
constructor are stored as regular strong-references; you'll need
to wrap them in weakrefs manually if desired.
@ -176,17 +185,6 @@ class _WeakCall:
Pass a callable as the first arg, followed by any number of
arguments or keywords.
Examples:
Example: wrap a method call with some positional and
keyword args:
>>> myweakcall = ba.WeakCall(myobj.dostuff, argval1,
... namedarg=argval2)
... # Now we have a single callable to run that whole mess.
... # The same as calling myobj.dostuff(argval1, namedarg=argval2)
... # (provided my_obj still exists; this will do nothing
... # otherwise).
... myweakcall()
"""
if hasattr(args[0], '__func__'):
self._call = WeakMethod(args[0])
@ -232,12 +230,12 @@ class _Call:
Pass a callable as the first arg, followed by any number of
arguments or keywords.
# Example: wrap a method call with 1 positional and 1 keyword arg:
mycall = ba.Call(myobj.dostuff, argval1, namedarg=argval2)
# Now we have a single callable to run that whole mess.
# ..the same as calling myobj.dostuff(argval1, namedarg=argval2)
mycall()
Example:
Wrap a method call with 1 positional and 1 keyword arg:
>>> mycall = ba.Call(myobj.dostuff, argval, namedarg=argval2)
... # Now we have a single callable to run that whole mess.
... # ..the same as calling myobj.dostuff(argval, namedarg=argval2)
... mycall()
"""
self._call = args[0]
self._args = args[1:]
@ -251,7 +249,6 @@ class _Call:
str(self._args) + ' _keywds=' + str(self._keywds) + '>')
# Hack: pdoc won't run this
if TYPE_CHECKING:
WeakCall = Call
Call = Call
@ -375,15 +372,18 @@ def storagename(suffix: str = None) -> str:
Note that this will function even if called in the class definition.
# Example: generate a unique name for storage purposes:
class MyThingie:
# This will give something like '_mymodule_submodule_mythingie_data'.
_STORENAME = ba.storagename('data')
# Use that name to store some data in the Activity we were passed.
def __init__(self, activity):
activity.customdata[self._STORENAME] = {}
Examples:
Generate a unique name for storage purposes:
```python
>>> class MyThingie:
... # This will give something like
... # '_mymodule_submodule_mythingie_data'.
... _STORENAME = ba.storagename('data')
...
... # Use that name to store some data in the Activity we were passed.
... def __init__(self, activity):
... activity.customdata[self._STORENAME] = {}
```
"""
frame = inspect.currentframe()
if frame is None:

View File

@ -376,24 +376,29 @@ class Lstr:
To see available resource keys, look at any of the bs_language_*.py files
in the game or the translations pages at bombsquadgame.com/translate.
# EXAMPLE 1: specify a string from a resource path
mynode.text = ba.Lstr(resource='audioSettingsWindow.titleText')
Examples:
EXAMPLE 1: specify a string from a resource path
>>> mynode.text = ba.Lstr(resource='audioSettingsWindow.titleText')
# EXAMPLE 2: specify a translated string via a category and english value;
# if a translated value is available, it will be used; otherwise the
# english value will be. To see available translation categories, look
# under the 'translations' resource section.
mynode.text = ba.Lstr(translate=('gameDescriptions', 'Defeat all enemies'))
EXAMPLE 2: specify a translated string via a category and english
value; if a translated value is available, it will be used; otherwise
the english value will be. To see available translation categories,
look under the 'translations' resource section.
>>> mynode.text = ba.Lstr(translate=('gameDescriptions', 'Defeat all enemies'))
# EXAMPLE 3: specify a raw value and some substitutions. Substitutions can
# be used with resource and translate modes as well.
mynode.text = ba.Lstr(value='${A} / ${B}',
subs=[('${A}', str(score)), ('${B}', str(total))])
EXAMPLE 3: specify a raw value and some substitutions. Substitutions
can be used with resource and translate modes as well.
>>> mynode.text = ba.Lstr(value='${A} / ${B}',
... subs=[('${A}', str(score)), ('${B}', str(total))])
# EXAMPLE 4: Lstrs can be nested. This example would display the resource
# at res_a but replace ${NAME} with the value of the resource at res_b
mytextnode.text = ba.Lstr(resource='res_a',
subs=[('${NAME}', ba.Lstr(resource='res_b'))])
EXAMPLE 4: ba.Lstr's can be nested. This example would display the
resource at res_a but replace ${NAME} with the value of the
resource at res_b
```python
>>> mytextnode.text = ba.Lstr(
... resource='res_a',
... subs=[('${NAME}', ba.Lstr(resource='res_b'))])
```
"""
# pylint: disable=dangerous-default-value

View File

@ -21,7 +21,7 @@ void PythonClassContext::SetupType(PyTypeObject* obj) {
"\n"
"Category: General Utility Classes\n"
"\n"
"Many operations such as ba.newnode() or ba.gettexture() operate\n"
"Many operations such as ba.newnode or ba.gettexture operate\n"
"implicitly on the current context. Each ba.Activity has its own\n"
"Context and objects within that activity (nodes, media, etc) can only\n"
"interact with other objects from that context.\n"
@ -33,16 +33,16 @@ void PythonClassContext::SetupType(PyTypeObject* obj) {
"the UI (there is a special 'ui' context for all user-interface-related\n"
"functionality)\n"
"\n"
"When instantiating a ba.Context instance, a single 'source' argument\n"
"When instantiating a ba.Context instance, a single ``'source'`` argument\n"
"is passed, which can be one of the following strings/objects:\n\n"
"'empty':\n"
"``'empty'``:\n"
" Gives an empty context; it can be handy to run code here to ensure\n"
" it does no loading of media, creation of nodes, etc.\n"
"\n"
"'current':\n"
"``'current'``:\n"
" Sets the context object to the current context.\n"
"\n"
"'ui':\n"
"``'ui'``:\n"
" Sets to the UI context. UI functions as well as loading of media to\n"
" be used in said functions must happen in the UI context.\n"
"\n"
@ -56,16 +56,18 @@ void PythonClassContext::SetupType(PyTypeObject* obj) {
"\n"
"\n"
"Usage:\n"
" Contexts are generally used with the python 'with' statement, which\n"
" sets the context as current on entry and resets it to the previous\n"
" value on exit.\n"
"\n"
"Contexts are generally used with the python 'with' statement, which\n"
"sets the context as current on entry and resets it to the previous\n"
"value on exit.\n"
"\n"
"# Example: load a few textures into the UI context\n"
"# (for use in widgets, etc):\n"
"with ba.Context('ui'):\n"
" tex1 = ba.gettexture('foo_tex_1')\n"
" tex2 = ba.gettexture('foo_tex_2')\n";
"Example:\n"
" Load a few textures into the UI context\n"
" (for use in widgets, etc):\n"
" ```python\n"
" >>> with ba.Context('ui'):\n"
" ... tex1 = ba.gettexture('foo_tex_1')\n"
" ... tex2 = ba.gettexture('foo_tex_2')\n"
" ```\n";
obj->tp_new = tp_new;
obj->tp_dealloc = (destructor)tp_dealloc;

View File

@ -38,17 +38,21 @@ void PythonClassContextCall::SetupType(PyTypeObject* obj) {
"shutdown, whereas ba.WeakCall simply looks at whether the target\n"
"object still exists.\n"
"\n"
"# Example A: code like this can inadvertently prevent our activity\n"
"# (self) from ending until the operation completes, since the bound\n"
"# method we're passing (self.dosomething) contains a strong-reference\n"
"# to self).\n"
"start_some_long_action(callback_when_done=self.dosomething)\n"
"Examples:\n"
" Example A: code like this can inadvertently prevent our activity\n"
" (self) from ending until the operation completes, since the bound\n"
" method we're passing (self.dosomething) contains a strong-reference\n"
" to self).\n"
" >>> start_some_long_action(callback_when_done=self.dosomething)\n"
"\n"
"# Example B: in this case our activity (self) can still die\n"
"# properly; the callback will clear itself when the activity starts\n"
"# shutting down, becoming a harmless no-op and releasing the reference\n"
"# to our activity.\n"
"start_long_action(callback_when_done=ba.ContextCall(self.mycallback))\n";
" Example B: in this case our activity (self) can still die\n"
" properly; the callback will clear itself when the activity starts\n"
" shutting down, becoming a harmless no-op and releasing the reference\n"
" to our activity.\n"
" ```python\n"
" >>> start_long_action(\n"
" ... callback_when_done=ba.ContextCall(self.mycallback))\n"
" ```\n";
obj->tp_new = tp_new;
obj->tp_dealloc = (destructor)tp_dealloc;

View File

@ -56,16 +56,16 @@ void PythonClassMaterial::SetupType(PyTypeObject* obj) {
"A material can affect physical characteristics, generate sounds,\n"
"or trigger callback functions when collisions occur.\n"
"\n"
"Materials are applied to 'parts', which are groups of one or more\n"
"rigid bodies created as part of a ba.Node. Nodes can have any number\n"
"Materials are applied to ``'parts'``, which are groups of one or more\n"
"rigid bodies created as part of a ba.Node. Nodes can have any number\n"
"of parts, each with its own set of materials. Generally materials are\n"
"specified as array attributes on the Node. The 'spaz' node, for\n"
"example, has various attributes such as 'materials',\n"
"'roller_materials', and 'punch_materials', which correspond to the\n"
"specified as array attributes on the Node. The ``'spaz'`` node, for\n"
"example, has various attributes such as ``'materials'``,\n"
"``'roller_materials'``, and ``'punch_materials'``, which correspond to the\n"
"various parts it creates.\n"
"\n"
"Use ba.Material() to instantiate a blank material, and then use its\n"
"add_actions() method to define what the material does.\n"
"Use ba.Material to instantiate a blank material, and then use its\n"
"ba.Material.add_actions method to define what the material does.\n"
"\n"
"Attributes:\n"
"\n"
@ -281,133 +281,139 @@ PyMethodDef PythonClassMaterial::tp_methods[] = {
"Add one or more actions to the material, optionally with conditions.\n"
"\n"
"Conditions:\n"
" Conditions are provided as tuples which can be combined to form boolean\n"
" logic. A single condition might look like ``('condition_name', cond_arg)``,\n"
" or a more complex nested one might look like ``(('some_condition',\n"
" cond_arg), 'or', ('another_condition', cond2_arg))``.\n"
"\n"
"Conditions are provided as tuples which can be combined to form boolean\n"
"logic. A single condition might look like ('condition_name', cond_arg),\n"
"or a more complex nested one might look like (('some_condition',\n"
"cond_arg), 'or', ('another_condition', cond2_arg)).\n"
"\n"
"'and', 'or', and 'xor' are available to chain together 2 conditions, as\n"
" seen above.\n"
" ``'and'``, ``'or'``, and ``'xor'`` are available to chain together 2 conditions, as\n"
" seen above.\n"
"\n"
"Available Conditions:\n"
" ``('they_have_material', material)`` - does the part we\'re hitting have a\n"
" given ba.Material?\n"
"\n"
"('they_have_material', material) - does the part we\'re hitting have a\n"
" given ba.Material?\n"
" ``('they_dont_have_material', material)`` - does the part we\'re hitting\n"
" not have a given ba.Material?\n"
"\n"
"('they_dont_have_material', material) - does the part we\'re hitting\n"
" not have a given ba.Material?\n"
" ``('eval_colliding')`` - is ``'collide'`` true at this point in material\n"
" evaluation? (see the modify_part_collision action)\n"
"\n"
"('eval_colliding') - is 'collide' true at this point in material\n"
" evaluation? (see the modify_part_collision action)\n"
" ``('eval_not_colliding')`` - is 'collide' false at this point in material\n"
" evaluation? (see the modify_part_collision action)\n"
"\n"
"('eval_not_colliding') - is 'collide' false at this point in material\n"
" evaluation? (see the modify_part_collision action)\n"
" ``('we_are_younger_than', age)`` - is our part younger than ``'age'``\n"
" (in milliseconds)?\n"
"\n"
"('we_are_younger_than', age) - is our part younger than 'age'\n"
" (in milliseconds)?\n"
" ``('we_are_older_than', age)`` - is our part older than ``'age'``\n"
" (in milliseconds)?\n"
"\n"
"('we_are_older_than', age) - is our part older than 'age'\n"
" (in milliseconds)?\n"
" ``('they_are_younger_than', age)`` - is the part we're hitting younger than\n"
" ``'age'`` (in milliseconds)?\n"
"\n"
"('they_are_younger_than', age) - is the part we're hitting younger than\n"
" 'age' (in milliseconds)?\n"
" ``('they_are_older_than', age)`` - is the part we're hitting older than\n"
" ``'age'`` (in milliseconds)?\n"
"\n"
"('they_are_older_than', age) - is the part we're hitting older than\n"
" 'age' (in milliseconds)?\n"
" ``('they_are_same_node_as_us')`` - does the part we're hitting belong to\n"
" the same ba.Node as us?\n"
"\n"
"('they_are_same_node_as_us') - does the part we're hitting belong to\n"
" the same ba.Node as us?\n"
"\n"
"('they_are_different_node_than_us') - does the part we're hitting\n"
" belong to a different ba.Node than us?\n"
" ``('they_are_different_node_than_us')`` - does the part we're hitting\n"
" belong to a different ba.Node than us?\n"
"\n"
"Actions:\n"
"\n"
"In a similar manner, actions are specified as tuples. Multiple actions\n"
"can be specified by providing a tuple of tuples.\n"
" In a similar manner, actions are specified as tuples. Multiple actions\n"
" can be specified by providing a tuple of tuples.\n"
"\n"
"Available Actions:\n"
" ``('call', when, callable)`` - calls the provided callable; ``'when'`` can be\n"
" either ``'at_connect'`` or ``'at_disconnect'``. ``'at_connect'`` means to fire\n"
" when the two parts first come in contact; ``'at_disconnect'`` means to\n"
" fire once they cease being in contact.\n"
"\n"
"('call', when, callable) - calls the provided callable; 'when' can be\n"
" either 'at_connect' or 'at_disconnect'. 'at_connect' means to fire\n"
" when the two parts first come in contact; 'at_disconnect' means to\n"
" fire once they cease being in contact.\n"
" ``('message', who, when, message_obj)`` - sends a message object; ``'who'`` can\n"
" be either ``'our_node'`` or ``'their_node'``, ``'when'`` can be ``'at_connect'`` or\n"
" ``'at_disconnect'``, and message_obj is the message object to send.\n"
" This has the same effect as calling the node's ba.Node.handlemessage\n"
" method.\n"
"\n"
"('message', who, when, message_obj) - sends a message object; 'who' can\n"
" be either 'our_node' or 'their_node', 'when' can be 'at_connect' or\n"
" 'at_disconnect', and message_obj is the message object to send.\n"
" This has the same effect as calling the node's handlemessage()\n"
" method.\n"
" ``('modify_part_collision', attr, value)`` - changes some characteristic\n"
" of the physical collision that will occur between our part and their\n"
" part. This change will remain in effect as long as the two parts\n"
" remain overlapping. This means if you have a part with a material\n"
" that turns ``'collide'`` off against parts younger than 100ms, and it\n"
" touches another part that is 50ms old, it will continue to not\n"
" collide with that part until they separate, even if the 100ms\n"
" threshold is passed. Options for attr/value are: ``'physical'`` (boolean\n"
" value; whether a *physical* response will occur at all), ``'friction'``\n"
" (float value; how friction-y the physical response will be),\n"
" ``'collide'`` (boolean value; whether *any* collision will occur at all,\n"
" including non-physical stuff like callbacks), ``'use_node_collide'``\n"
" (boolean value; whether to honor modify_node_collision overrides for\n"
" this collision), ``'stiffness'`` (float value, how springy the physical\n"
" response is), ``'damping'`` (float value, how damped the physical\n"
" response is), ``'bounce'`` (float value; how bouncy the physical response\n"
" is).\n"
"\n"
"('modify_part_collision', attr, value) - changes some characteristic\n"
" of the physical collision that will occur between our part and their\n"
" part. This change will remain in effect as long as the two parts\n"
" remain overlapping. This means if you have a part with a material\n"
" that turns 'collide' off against parts younger than 100ms, and it\n"
" touches another part that is 50ms old, it will continue to not\n"
" collide with that part until they separate, even if the 100ms\n"
" threshold is passed. Options for attr/value are: 'physical' (boolean\n"
" value; whether a *physical* response will occur at all), 'friction'\n"
" (float value; how friction-y the physical response will be),\n"
" 'collide' (boolean value; whether *any* collision will occur at all,\n"
" including non-physical stuff like callbacks), 'use_node_collide'\n"
" (boolean value; whether to honor modify_node_collision overrides for\n"
" this collision), 'stiffness' (float value, how springy the physical\n"
" response is), 'damping' (float value, how damped the physical\n"
" response is), 'bounce' (float value; how bouncy the physical response\n"
" is).\n"
" ``('modify_node_collision', attr, value)`` - similar to\n"
" ``modify_part_collision``, but operates at a node-level.\n"
" collision attributes set here will remain in effect as long as\n"
" *anything* from our part's node and their part's node overlap.\n"
" A key use of this functionality is to prevent new nodes from\n"
" colliding with each other if they appear overlapped;\n"
" if ``modify_part_collision`` is used, only the individual parts that\n"
" were overlapping would avoid contact, but other parts could still\n"
" contact leaving the two nodes 'tangled up'. Using\n"
" ``modify_node_collision ensures`` that the nodes must completely\n"
" separate before they can start colliding. Currently the only attr\n"
" available here is ``'collide'`` (a boolean value).\n"
"\n"
"('modify_node_collision', attr, value) - similar to\n"
" modify_part_collision, but operates at a node-level.\n"
" collision attributes set here will remain in effect as long as\n"
" *anything* from our part's node and their part's node overlap.\n"
" A key use of this functionality is to prevent new nodes from\n"
" colliding with each other if they appear overlapped;\n"
" if modify_part_collision is used, only the individual parts that\n"
" were overlapping would avoid contact, but other parts could still\n"
" contact leaving the two nodes 'tangled up'. Using\n"
" modify_node_collision ensures that the nodes must completely\n"
" separate before they can start colliding. Currently the only attr\n"
" available here is 'collide' (a boolean value).\n"
" ``('sound', sound, volume)`` - plays a ba.Sound when a collision occurs, at\n"
" a given volume, regardless of the collision speed/etc.\n"
"\n"
"('sound', sound, volume) - plays a ba.Sound when a collision occurs, at\n"
" a given volume, regardless of the collision speed/etc.\n"
" ``('impact_sound', sound, targetImpulse, volume)`` - plays a sound when a\n"
" collision occurs, based on the speed of impact. Provide a ba.Sound, a\n"
" target-impulse, and a volume.\n"
"\n"
"('impact_sound', sound, targetImpulse, volume) - plays a sound when a\n"
" collision occurs, based on the speed of impact. Provide a ba.Sound, a\n"
" target-impulse, and a volume.\n"
" ``('skid_sound', sound, targetImpulse, volume)`` - plays a sound during a\n"
" collision when parts are 'scraping' against each other. Provide a\n"
" ba.Sound, a target-impulse, and a volume.\n"
"\n"
"('skid_sound', sound, targetImpulse, volume) - plays a sound during a\n"
" collision when parts are 'scraping' against each other. Provide a\n"
" ba.Sound, a target-impulse, and a volume.\n"
" ``('roll_sound', sound, targetImpulse, volume)`` - plays a sound during a\n"
" collision when parts are 'rolling' against each other. Provide a\n"
" ba.Sound, a target-impulse, and a volume.\n"
"\n"
"('roll_sound', sound, targetImpulse, volume) - plays a sound during a\n"
" collision when parts are 'rolling' against each other. Provide a\n"
" ba.Sound, a target-impulse, and a volume.\n"
"Examples:\n"
" example 1: create a material that lets us ignore\n"
" collisions against any nodes we touch in the first\n"
" 100 ms of our existence; handy for preventing us from\n"
" exploding outward if we spawn on top of another object:\n"
" ```python\n"
" >>> m = ba.Material()\n"
" ... m.add_actions(\n"
" ... conditions=(('we_are_younger_than', 100),\n"
" ... 'or', ('they_are_younger_than', 100)),\n"
" ... actions=('modify_node_collision', 'collide', False))\n"
" ```\n"
"\n"
"# example 1: create a material that lets us ignore\n"
"# collisions against any nodes we touch in the first\n"
"# 100 ms of our existence; handy for preventing us from\n"
"# exploding outward if we spawn on top of another object:\n"
"m = ba.Material()\n"
"m.add_actions(conditions=(('we_are_younger_than', 100),\n"
" 'or',('they_are_younger_than', 100)),\n"
" actions=('modify_node_collision', 'collide', False))\n"
" example 2: send a ba.DieMessage to anything we touch, but cause\n"
" no physical response. This should cause any ba.Actor to drop dead:\n"
" ```python\n"
" >>> m = ba.Material()\n"
" ... m.add_actions(\n"
" ... actions=(('modify_part_collision', 'physical', False),\n"
" ... ('message', 'their_node', 'at_connect',\n"
" ... ba.DieMessage())))\n"
" ```\n"
"\n"
"# example 2: send a DieMessage to anything we touch, but cause\n"
"# no physical response. This should cause any ba.Actor to drop dead:\n"
"m = ba.Material()\n"
"m.add_actions(actions=(('modify_part_collision', 'physical', False),\n"
" ('message', 'their_node', 'at_connect',\n"
" ba.DieMessage())))\n"
"\n"
"# example 3: play some sounds when we're contacting the ground:\n"
"m = ba.Material()\n"
"m.add_actions(conditions=('they_have_material',\n"
" shared.footing_material),\n"
" actions=(('impact_sound', ba.getsound('metalHit'), 2, 5),\n"
" ('skid_sound', ba.getsound('metalSkid'), 2, 5)))\n"
" example 3: play some sounds when we're contacting the ground:\n"
" ```python\n"
" >>> m = ba.Material()\n"
" ... m.add_actions(\n"
" ... conditions=('they_have_material',\n"
" shared.footing_material),\n"
" ... actions=(('impact_sound', ba.getsound('metalHit'), 2, 5),\n"
" ... ('skid_sound', ba.getsound('metalSkid'), 2, 5)))\n"
" ```\n"
"\n"},
{"__dir__", (PyCFunction)Dir, METH_NOARGS,
"allows inclusion of our custom attrs in standard python dir()"},

View File

@ -440,14 +440,17 @@ PyMethodDef PythonClassNode::tp_methods[] = {
"Connect one of this node's attributes to an attribute on another node.\n"
"This will immediately set the target attribute's value to that of the\n"
"source attribute, and will continue to do so once per step as long as\n"
"the two nodes exist. The connection can be severed by setting the\n"
"the two nodes exist. The connection can be severed by setting the\n"
"target attribute to any value or connecting another node attribute\n"
"to it.\n"
"\n"
"# Example: create a locator and attach a light to it:\n"
"light = ba.newnode('light')\n"
"loc = ba.newnode('locator', attrs={'position': (0,10,0)})\n"
"loc.connectattr('position', light, 'position')"},
"Example:\n"
" Create a locator and attach a light to it:\n"
" ```python\n"
" >>> light = ba.newnode('light')\n"
" ... loc = ba.newnode('locator', attrs={'position': (0, 10, 0)})\n"
" ... loc.connectattr('position', light, 'position')\n"
" ```\n"},
{"__dir__", (PyCFunction)Dir, METH_NOARGS,
"allows inclusion of our custom attrs in standard python dir()"},
{nullptr}};

View File

@ -45,16 +45,19 @@ void PythonClassTimer::SetupType(PyTypeObject* obj) {
"timeformat: A ba.TimeFormat value determining how the passed time is\n"
"interpreted.\n"
"\n"
"# Example: use a Timer object to print repeatedly for a few seconds:\n"
"def say_it():\n"
" ba.screenmessage('BADGER!')\n"
"def stop_saying_it():\n"
" self.t = None\n"
" ba.screenmessage('MUSHROOM MUSHROOM!')\n"
"# Create our timer; it will run as long as we have the self.t ref.\n"
"self.t = ba.Timer(0.3, say_it, repeat=True)\n"
"# Now fire off a one-shot timer to kill it.\n"
"ba.timer(3.89, stop_saying_it)";
"Example:\n"
" Use a Timer object to print repeatedly for a few seconds:\n"
" ```python\n"
" >>> def say_it():\n"
" ... ba.screenmessage('BADGER!')\n"
" ... def stop_saying_it():\n"
" ... self.t = None\n"
" ... ba.screenmessage('MUSHROOM MUSHROOM!')\n"
" ... # Create our timer; it will run as long as we have the self.t ref.\n"
" ... self.t = ba.Timer(0.3, say_it, repeat=True)\n"
" ... # Now fire off a one-shot timer to kill it.\n"
" ... ba.timer(3.89, stop_saying_it)\n"
" ```\n";
obj->tp_new = tp_new;
obj->tp_dealloc = (destructor)tp_dealloc;
}

View File

@ -1033,52 +1033,53 @@ auto PythonMethodsApp::GetMethods() -> std::vector<PyMethodDef> {
"This timer cannot be canceled or modified once created. If you\n"
" require the ability to do so, use the ba.Timer class instead.\n"
"\n"
"time: length of time (in seconds by default) that the timer will "
"wait\n"
"before firing. Note that the actual delay experienced may vary\n "
"depending on the timetype. (see below)\n"
"Arguments:\n"
" time (float):\n"
" Length of time (in seconds by default) that the timer will wait\n"
" before firing. Note that the actual delay experienced may vary\n "
" depending on the timetype. (see below)\n"
"\n"
"call: A callable Python object. Note that the timer will retain a\n"
"strong reference to the callable for as long as it exists, so you\n"
"may want to look into concepts such as ba.WeakCall if that is not\n"
"desired.\n"
" call (Callable[[], Any]):\n"
" A callable Python object. Note that the timer will retain a\n"
" strong reference to the callable for as long as it exists, so you\n"
" may want to look into concepts such as ba.WeakCall if that is not\n"
" desired.\n"
"\n"
"repeat: if True, the timer will fire repeatedly, with each "
"successive\n"
"firing having the same delay as the first.\n"
" repeat (bool):\n"
" If True, the timer will fire repeatedly, with each successive\n"
" firing having the same delay as the first.\n"
"\n"
"timetype can be either 'sim', 'base', or 'real'. It defaults to\n"
"'sim'. Types are explained below:\n"
"\n"
" timetype (ba.TimeType):\n"
" Can be either ``SIM``, ``BASE``, or ``REAL``. It defaults to\n"
" ``SIM``. \n"
"\n"
" timeformat (ba.TimeFormat):\n"
" Defaults to seconds but can also be milliseconds.\n"
"\n"
"'sim' time maps to local simulation time in ba.Activity or "
"ba.Session\n"
"Contexts. This means that it may progress slower in slow-motion "
"play\n"
"- SIM time maps to local simulation time in ba.Activity or ba.Session\n"
"Contexts. This means that it may progress slower in slow-motion play\n"
"modes, stop when the game is paused, etc. This time type is not\n"
"available in UI contexts.\n"
"\n"
"'base' time is also linked to gameplay in ba.Activity or ba.Session\n"
"- BASE time is also linked to gameplay in ba.Activity or ba.Session\n"
"Contexts, but it progresses at a constant rate regardless of\n "
"slow-motion states or pausing. It can, however, slow down or stop\n"
"in certain cases such as network outages or game slowdowns due to\n"
"cpu load. Like 'sim' time, this is unavailable in UI contexts.\n"
"\n"
"'real' time always maps to actual clock time with a bit of "
"filtering\n"
"added, regardless of Context. (the filtering prevents it from "
"going\n"
"- REAL time always maps to actual clock time with a bit of filtering\n"
"added, regardless of Context. (The filtering prevents it from going\n"
"backwards or jumping forward by large amounts due to the app being\n"
"backgrounded, system time changing, etc.)\n"
"Real time timers are currently only available in the UI context.\n"
"\n"
"the 'timeformat' arg defaults to seconds but can also be "
"milliseconds.\n"
"\n"
"# timer example: print some stuff through time:\n"
"ba.screenmessage('hello from now!')\n"
"ba.timer(1.0, ba.Call(ba.screenmessage, 'hello from the future!'))\n"
"ba.timer(2.0, ba.Call(ba.screenmessage, 'hello from the future "
"2!'))\n"},
"Examples:\n"
" Print some stuff through time:\n"
" ```python\n"
" >>> ba.screenmessage('hello from now!')\n"
" >>> ba.timer(1.0, ba.Call(ba.screenmessage, 'hello from the future!'))\n"
" >>> ba.timer(2.0, ba.Call(ba.screenmessage,\n"
" ... 'hello from the future 2!'))\n"
" ```\n"},
{"time", (PyCFunction)PyTime, METH_VARARGS | METH_KEYWORDS,
"time(timetype: ba.TimeType = TimeType.SIM,\n"

View File

@ -846,10 +846,13 @@ auto PythonMethodsSystem::GetMethods() -> std::vector<PyMethodDef> {
"The call is made from. Returns True if this location has not been\n"
"registered already, and False if it has.\n"
"\n"
"# Example: this print will only fire for the first loop iteration:\n"
"for i in range(10):\n"
" if ba.do_once():\n"
" print('Hello once from loop!')"},
"Example:\n"
" This print will only fire for the first loop iteration:\n"
" ```python\n"
" >>> for i in range(10):\n"
" ... if ba.do_once():\n"
" ... print('Hello once from loop!')\n"
" ```\n"},
{"_app", (PyCFunction)PyApp, METH_VARARGS | METH_KEYWORDS,
"_app() -> ba.App\n"

View File

@ -89,7 +89,7 @@ def generate(projroot: str) -> None:
pdoc.render.configure(docformat='google',
search=True,
show_source=True)
pdoc.pdoc('ba', 'bastd', output_directory=outdirname)
pdoc.pdoc('ba', output_directory=outdirname)
except Exception as exc:
import traceback
traceback.print_exc()