mirror of
https://github.com/RYDE-WORK/ballistica.git
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Merge pull request #365 from Dliwk/docs-generation
Docs generation with pdoc
This commit is contained in:
commit
d9d71f3b8d
4
.idea/dictionaries/roman.xml
generated
4
.idea/dictionaries/roman.xml
generated
@ -3,7 +3,11 @@
|
||||
<words>
|
||||
<w>gamename</w>
|
||||
<w>maxlen</w>
|
||||
<w>outdirname</w>
|
||||
<w>pagename</w>
|
||||
<w>pythondir</w>
|
||||
<w>templatesdir</w>
|
||||
<w>unhashable</w>
|
||||
</words>
|
||||
</dictionary>
|
||||
</component>
|
||||
6
.idea/inspectionProfiles/Default.xml
generated
6
.idea/inspectionProfiles/Default.xml
generated
@ -69,8 +69,8 @@
|
||||
<inspection_tool class="PyTypeCheckerInspection" enabled="false" level="WARNING" enabled_by_default="false" />
|
||||
<inspection_tool class="PyTypeHintsInspection" enabled="false" level="WARNING" enabled_by_default="false" />
|
||||
<inspection_tool class="PyUnreachableCodeInspection" enabled="false" level="WARNING" enabled_by_default="false" />
|
||||
<inspection_tool class="PyUnresolvedReferencesInspection" enabled="true" level="WARNING" enabled_by_default="false">
|
||||
<scope name="PyIgnoreUnresolved" level="WARNING" enabled="false">
|
||||
<inspection_tool class="PyUnresolvedReferencesInspection" enabled="true" level="WARNING" enabled_by_default="true">
|
||||
<scope name="PyIgnoreUnresolved" level="WARNING" enabled="true">
|
||||
<option name="ignoredIdentifiers">
|
||||
<list>
|
||||
<option value="astroid.node_classes.NodeNG.*" />
|
||||
@ -84,7 +84,7 @@
|
||||
</list>
|
||||
</option>
|
||||
</scope>
|
||||
<scope name="UncheckedPython" level="WARNING" enabled="false">
|
||||
<scope name="UncheckedPython" level="WARNING" enabled="true">
|
||||
<option name="ignoredIdentifiers">
|
||||
<list>
|
||||
<option value="astroid.node_classes.NodeNG.*" />
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||||
|
||||
@ -1 +1 @@
|
||||
128050019134230065776415771561414927503
|
||||
263249044076897294312459199917994463006
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||||
File diff suppressed because it is too large
Load Diff
@ -18,7 +18,7 @@ from _ba import (
|
||||
newnode, playsound, printnodes, printobjects, pushcall, quit, rowwidget,
|
||||
safecolor, screenmessage, scrollwidget, set_analytics_screen, charstr,
|
||||
textwidget, time, timer, open_url, widget, clipboard_is_supported,
|
||||
clipboard_has_text, clipboard_get_text, clipboard_set_text)
|
||||
clipboard_has_text, clipboard_get_text, clipboard_set_text, getdata)
|
||||
from ba._activity import Activity
|
||||
from ba._plugin import PotentialPlugin, Plugin, PluginSubsystem
|
||||
from ba._actor import Actor
|
||||
@ -81,15 +81,26 @@ from ba._collision import Collision, getcollision
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||||
|
||||
app: App
|
||||
|
||||
__all__: list[str] = []
|
||||
|
||||
|
||||
# Have these things present themselves cleanly as 'ba.Foo'
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||||
# instead of 'ba._submodule.Foo'
|
||||
def _simplify_module_names() -> None:
|
||||
from efro.util import set_canonical_module
|
||||
globs = globals()
|
||||
set_canonical_module(
|
||||
module_globals=globs,
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||||
names=[n for n in globs.keys() if not n.startswith('_')])
|
||||
import os
|
||||
|
||||
for attr, _obj in globals().items():
|
||||
if not attr.startswith('_'):
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||||
__all__.append(attr)
|
||||
|
||||
# Though pdoc gets confused when we override __module__,
|
||||
# so let's make an exception for it.
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if os.environ.get('BA_DOCS_GENERATION', '0') != '1':
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from efro.util import set_canonical_module
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globs = globals()
|
||||
set_canonical_module(
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||||
module_globals=globs,
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||||
names=[n for n in globs.keys() if not n.startswith('_')])
|
||||
|
||||
|
||||
_simplify_module_names()
|
||||
|
||||
@ -18,7 +18,7 @@ if TYPE_CHECKING:
|
||||
class AccountSubsystem:
|
||||
"""Subsystem for account handling in the app.
|
||||
|
||||
Category: App Classes
|
||||
Category: **App Classes**
|
||||
|
||||
Access the single shared instance of this class at 'ba.app.plugins'.
|
||||
"""
|
||||
|
||||
@ -65,7 +65,7 @@ ACH_LEVEL_NAMES = {
|
||||
class AchievementSubsystem:
|
||||
"""Subsystem for achievement handling.
|
||||
|
||||
Category: App Classes
|
||||
Category: **App Classes**
|
||||
|
||||
Access the single shared instance of this class at 'ba.app.ach'.
|
||||
"""
|
||||
@ -436,7 +436,7 @@ def _display_next_achievement() -> None:
|
||||
class Achievement:
|
||||
"""Represents attributes and state for an individual achievement.
|
||||
|
||||
Category: App Classes
|
||||
Category: **App Classes**
|
||||
"""
|
||||
|
||||
def __init__(self,
|
||||
|
||||
@ -32,104 +32,97 @@ class Activity(DependencyComponent, Generic[PlayerType, TeamType]):
|
||||
Examples of Activities include games, score-screens, cutscenes, etc.
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||||
A ba.Session has one 'current' Activity at any time, though their existence
|
||||
can overlap during transitions.
|
||||
|
||||
Attributes:
|
||||
|
||||
settings_raw
|
||||
The settings dict passed in when the activity was made.
|
||||
This attribute is deprecated and should be avoided when possible;
|
||||
activities should pull all values they need from the 'settings' arg
|
||||
passed to the Activity __init__ call.
|
||||
|
||||
teams
|
||||
The list of ba.Teams in the Activity. This gets populated just before
|
||||
before on_begin() is called and is updated automatically as players
|
||||
join or leave the game. (at least in free-for-all mode where every
|
||||
player gets their own team; in teams mode there are always 2 teams
|
||||
regardless of the player count).
|
||||
|
||||
players
|
||||
The list of ba.Players in the Activity. This gets populated just
|
||||
before on_begin() is called and is updated automatically as players
|
||||
join or leave the game.
|
||||
"""
|
||||
|
||||
# pylint: disable=too-many-public-methods
|
||||
|
||||
# Annotating attr types at the class level lets us introspect at runtime.
|
||||
settings_raw: dict[str, Any]
|
||||
"""The settings dict passed in when the activity was made.
|
||||
This attribute is deprecated and should be avoided when possible;
|
||||
activities should pull all values they need from the 'settings' arg
|
||||
passed to the Activity __init__ call."""
|
||||
|
||||
teams: list[TeamType]
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||||
"""The list of ba.Team-s in the Activity. This gets populated just
|
||||
before on_begin() is called and is updated automatically as players
|
||||
join or leave the game. (at least in free-for-all mode where every
|
||||
player gets their own team; in teams mode there are always 2 teams
|
||||
regardless of the player count)."""
|
||||
|
||||
players: list[PlayerType]
|
||||
"""The list of ba.Player-s in the Activity. This gets populated just
|
||||
before on_begin() is called and is updated automatically as players
|
||||
join or leave the game."""
|
||||
|
||||
# Whether to print every time a player dies. This can be pertinent
|
||||
# in games such as Death-Match but can be annoying in games where it
|
||||
# doesn't matter.
|
||||
announce_player_deaths = False
|
||||
"""Whether to print every time a player dies. This can be pertinent
|
||||
in games such as Death-Match but can be annoying in games where it
|
||||
doesn't matter."""
|
||||
|
||||
# Joining activities are for waiting for initial player joins.
|
||||
# They are treated slightly differently than regular activities,
|
||||
# mainly in that all players are passed to the activity at once
|
||||
# instead of as each joins.
|
||||
is_joining_activity = False
|
||||
"""Joining activities are for waiting for initial player joins.
|
||||
They are treated slightly differently than regular activities,
|
||||
mainly in that all players are passed to the activity at once
|
||||
instead of as each joins."""
|
||||
|
||||
# Whether game-time should still progress when in menus/etc.
|
||||
allow_pausing = False
|
||||
"""Whether game-time should still progress when in menus/etc."""
|
||||
|
||||
# Whether idle players can potentially be kicked (should not happen in
|
||||
# menus/etc).
|
||||
allow_kick_idle_players = True
|
||||
"""Whether idle players can potentially be kicked (should not happen in
|
||||
menus/etc)."""
|
||||
|
||||
# In vr mode, this determines whether overlay nodes (text, images, etc)
|
||||
# are created at a fixed position in space or one that moves based on
|
||||
# the current map. Generally this should be on for games and off for
|
||||
# transitions/score-screens/etc. that persist between maps.
|
||||
use_fixed_vr_overlay = False
|
||||
"""In vr mode, this determines whether overlay nodes (text, images, etc)
|
||||
are created at a fixed position in space or one that moves based on
|
||||
the current map. Generally this should be on for games and off for
|
||||
transitions/score-screens/etc. that persist between maps."""
|
||||
|
||||
# If True, runs in slow motion and turns down sound pitch.
|
||||
slow_motion = False
|
||||
"""If True, runs in slow motion and turns down sound pitch."""
|
||||
|
||||
# Set this to True to inherit slow motion setting from previous
|
||||
# activity (useful for transitions to avoid hitches).
|
||||
inherits_slow_motion = False
|
||||
"""Set this to True to inherit slow motion setting from previous
|
||||
activity (useful for transitions to avoid hitches)."""
|
||||
|
||||
# Set this to True to keep playing the music from the previous activity
|
||||
# (without even restarting it).
|
||||
inherits_music = False
|
||||
"""Set this to True to keep playing the music from the previous activity
|
||||
(without even restarting it)."""
|
||||
|
||||
# Set this to true to inherit VR camera offsets from the previous
|
||||
# activity (useful for preventing sporadic camera movement
|
||||
# during transitions).
|
||||
inherits_vr_camera_offset = False
|
||||
"""Set this to true to inherit VR camera offsets from the previous
|
||||
activity (useful for preventing sporadic camera movement
|
||||
during transitions)."""
|
||||
|
||||
# Set this to true to inherit (non-fixed) VR overlay positioning from
|
||||
# the previous activity (useful for prevent sporadic overlay jostling
|
||||
# during transitions).
|
||||
inherits_vr_overlay_center = False
|
||||
"""Set this to true to inherit (non-fixed) VR overlay positioning from
|
||||
the previous activity (useful for prevent sporadic overlay jostling
|
||||
during transitions)."""
|
||||
|
||||
# Set this to true to inherit screen tint/vignette colors from the
|
||||
# previous activity (useful to prevent sudden color changes during
|
||||
# transitions).
|
||||
inherits_tint = False
|
||||
"""Set this to true to inherit screen tint/vignette colors from the
|
||||
previous activity (useful to prevent sudden color changes during
|
||||
transitions)."""
|
||||
|
||||
# Whether players should be allowed to join in the middle of this
|
||||
# activity. Note that Sessions may not allow mid-activity-joins even
|
||||
# if the activity says its ok.
|
||||
allow_mid_activity_joins: bool = True
|
||||
"""Whether players should be allowed to join in the middle of this
|
||||
activity. Note that Sessions may not allow mid-activity-joins even
|
||||
if the activity says its ok."""
|
||||
|
||||
# If the activity fades or transitions in, it should set the length of
|
||||
# time here so that previous activities will be kept alive for that
|
||||
# long (avoiding 'holes' in the screen)
|
||||
# This value is given in real-time seconds.
|
||||
transition_time = 0.0
|
||||
"""If the activity fades or transitions in, it should set the length of
|
||||
time here so that previous activities will be kept alive for that
|
||||
long (avoiding 'holes' in the screen)
|
||||
This value is given in real-time seconds."""
|
||||
|
||||
# Is it ok to show an ad after this activity ends before showing
|
||||
# the next activity?
|
||||
can_show_ad_on_death = False
|
||||
"""Is it ok to show an ad after this activity ends before showing
|
||||
the next activity?"""
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
"""Creates an Activity in the current ba.Session.
|
||||
|
||||
The activity will not be actually run until ba.Session.setactivity()
|
||||
The activity will not be actually run until ba.Session.setactivity
|
||||
is called. 'settings' should be a dict of key/value pairs specific
|
||||
to the activity.
|
||||
|
||||
@ -369,8 +362,8 @@ class Activity(DependencyComponent, Generic[PlayerType, TeamType]):
|
||||
def on_transition_out(self) -> None:
|
||||
"""Called when your activity begins transitioning out.
|
||||
|
||||
Note that this may happen at any time even if end() has not been
|
||||
called.
|
||||
Note that this may happen at any time even if ba.Activity.end() has
|
||||
not been called.
|
||||
"""
|
||||
|
||||
def on_begin(self) -> None:
|
||||
@ -386,11 +379,12 @@ class Activity(DependencyComponent, Generic[PlayerType, TeamType]):
|
||||
return UNHANDLED
|
||||
|
||||
def has_transitioned_in(self) -> bool:
|
||||
"""Return whether on_transition_in() has been called."""
|
||||
"""Return whether ba.Activity.on_transition_in()
|
||||
has been called."""
|
||||
return self._has_transitioned_in
|
||||
|
||||
def has_begun(self) -> bool:
|
||||
"""Return whether on_begin() has been called."""
|
||||
"""Return whether ba.Activity.on_begin() has been called."""
|
||||
return self._has_begun
|
||||
|
||||
def has_ended(self) -> bool:
|
||||
@ -398,7 +392,7 @@ class Activity(DependencyComponent, Generic[PlayerType, TeamType]):
|
||||
return self._has_ended
|
||||
|
||||
def is_transitioning_out(self) -> bool:
|
||||
"""Return whether on_transition_out() has been called."""
|
||||
"""Return whether ba.Activity.on_transition_out() has been called."""
|
||||
return self._transitioning_out
|
||||
|
||||
def transition_in(self, prev_globals: Optional[ba.Node]) -> None:
|
||||
@ -517,8 +511,8 @@ class Activity(DependencyComponent, Generic[PlayerType, TeamType]):
|
||||
Subclasses can override this if the activity's player class
|
||||
requires a custom constructor; otherwise it will be called with
|
||||
no args. Note that the player object should not be used at this
|
||||
point as it is not yet fully wired up; wait for on_player_join()
|
||||
for that.
|
||||
point as it is not yet fully wired up; wait for
|
||||
ba.Activity.on_player_join() for that.
|
||||
"""
|
||||
del sessionplayer # Unused.
|
||||
player = self._playertype()
|
||||
|
||||
@ -21,7 +21,7 @@ TA = TypeVar('TA', bound='Actor')
|
||||
class Actor:
|
||||
"""High level logical entities in a ba.Activity.
|
||||
|
||||
Category: Gameplay Classes
|
||||
Category: **Gameplay Classes**
|
||||
|
||||
Actors act as controllers, combining some number of ba.Nodes,
|
||||
ba.Textures, ba.Sounds, etc. into a high-level cohesive unit.
|
||||
@ -33,15 +33,16 @@ 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
|
||||
>>> # 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 +52,18 @@ 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
|
||||
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
|
||||
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
|
||||
ba.Actor.exists() and ba.Actor.is_alive() methods will both return False.
|
||||
>>> self.flag.handlemessage(ba.DieMessage())
|
||||
"""
|
||||
|
||||
def __init__(self) -> None:
|
||||
@ -112,7 +113,7 @@ class Actor:
|
||||
return self
|
||||
|
||||
def on_expire(self) -> None:
|
||||
"""Called for remaining ba.Actors when their ba.Activity shuts down.
|
||||
"""Called for remaining `ba.Actor`s when their ba.Activity shuts down.
|
||||
|
||||
Actors can use this opportunity to clear callbacks or other
|
||||
references which have the potential of keeping the ba.Activity
|
||||
|
||||
@ -15,7 +15,7 @@ if TYPE_CHECKING:
|
||||
class AdsSubsystem:
|
||||
"""Subsystem for ads functionality in the app.
|
||||
|
||||
Category: App Classes
|
||||
Category: **App Classes**
|
||||
|
||||
Access the single shared instance of this class at 'ba.app.ads'.
|
||||
"""
|
||||
|
||||
@ -28,7 +28,7 @@ if TYPE_CHECKING:
|
||||
class App:
|
||||
"""A class for high level app functionality and state.
|
||||
|
||||
Category: App Classes
|
||||
Category: **App Classes**
|
||||
|
||||
Use ba.app to access the single shared instance of this class.
|
||||
|
||||
|
||||
@ -14,7 +14,7 @@ if TYPE_CHECKING:
|
||||
class AppConfig(dict):
|
||||
"""A special dict that holds the game's persistent configuration values.
|
||||
|
||||
Category: App Classes
|
||||
Category: **App Classes**
|
||||
|
||||
It also provides methods for fetching values with app-defined fallback
|
||||
defaults, applying contained values to the game, and committing the
|
||||
@ -155,7 +155,7 @@ def read_config() -> tuple[AppConfig, bool]:
|
||||
def commit_app_config(force: bool = False) -> None:
|
||||
"""Commit the config to persistent storage.
|
||||
|
||||
Category: General Utility Functions
|
||||
Category: **General Utility Functions**
|
||||
|
||||
(internal)
|
||||
"""
|
||||
|
||||
@ -23,9 +23,9 @@ def getcampaign(name: str) -> ba.Campaign:
|
||||
|
||||
|
||||
class Campaign:
|
||||
"""Represents a unique set or series of ba.Levels.
|
||||
"""Represents a unique set or series of ba.Level-s.
|
||||
|
||||
Category: App Classes
|
||||
Category: **App Classes**
|
||||
"""
|
||||
|
||||
def __init__(self, name: str, sequential: bool = True):
|
||||
@ -52,7 +52,7 @@ class Campaign:
|
||||
|
||||
@property
|
||||
def levels(self) -> list[ba.Level]:
|
||||
"""The list of ba.Levels in the Campaign."""
|
||||
"""The list of ba.Level-s in the Campaign."""
|
||||
return self._levels
|
||||
|
||||
def getlevel(self, name: str) -> ba.Level:
|
||||
|
||||
@ -16,7 +16,7 @@ if TYPE_CHECKING:
|
||||
class Collision:
|
||||
"""A class providing info about occurring collisions.
|
||||
|
||||
Category: Gameplay Classes
|
||||
Category: **Gameplay Classes**
|
||||
"""
|
||||
|
||||
@property
|
||||
@ -67,6 +67,6 @@ _collision = Collision()
|
||||
def getcollision() -> Collision:
|
||||
"""Return the in-progress collision.
|
||||
|
||||
Category: Gameplay Functions
|
||||
Category: **Gameplay Functions**
|
||||
"""
|
||||
return _collision
|
||||
|
||||
@ -21,7 +21,7 @@ TeamType = TypeVar('TeamType', bound='ba.Team')
|
||||
class CoopGameActivity(GameActivity[PlayerType, TeamType]):
|
||||
"""Base class for cooperative-mode games.
|
||||
|
||||
Category: Gameplay Classes
|
||||
Category: **Gameplay Classes**
|
||||
"""
|
||||
|
||||
# We can assume our session is a CoopSession.
|
||||
|
||||
@ -19,25 +19,23 @@ TEAM_NAMES = ['Good Guys']
|
||||
class CoopSession(Session):
|
||||
"""A ba.Session which runs cooperative-mode games.
|
||||
|
||||
Category: Gameplay Classes
|
||||
Category: **Gameplay Classes**
|
||||
|
||||
These generally consist of 1-4 players against
|
||||
the computer and include functionality such as
|
||||
high score lists.
|
||||
|
||||
Attributes:
|
||||
|
||||
campaign
|
||||
The ba.Campaign instance this Session represents, or None if
|
||||
there is no associated Campaign.
|
||||
"""
|
||||
|
||||
use_teams = True
|
||||
use_team_colors = False
|
||||
allow_mid_activity_joins = False
|
||||
|
||||
# Note: even though these are instance vars, we annotate them at the
|
||||
# class level so that docs generation can access their types.
|
||||
|
||||
campaign: Optional[ba.Campaign]
|
||||
"""The ba.Campaign instance this Session represents, or None if
|
||||
there is no associated Campaign."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
"""Instantiate a co-op mode session."""
|
||||
|
||||
@ -19,7 +19,7 @@ T = TypeVar('T', bound='DependencyComponent')
|
||||
class Dependency(Generic[T]):
|
||||
"""A dependency on a DependencyComponent (with an optional config).
|
||||
|
||||
Category: Dependency Classes
|
||||
Category: **Dependency Classes**
|
||||
|
||||
This class is used to request and access functionality provided
|
||||
by other DependencyComponent classes from a DependencyComponent class.
|
||||
@ -87,7 +87,7 @@ class Dependency(Generic[T]):
|
||||
class DependencyComponent:
|
||||
"""Base class for all classes that can act as or use dependencies.
|
||||
|
||||
category: Dependency Classes
|
||||
Category: **Dependency Classes**
|
||||
"""
|
||||
|
||||
_dep_entry: weakref.ref[DependencyEntry]
|
||||
@ -165,7 +165,7 @@ class DependencyEntry:
|
||||
class DependencySet(Generic[T]):
|
||||
"""Set of resolved dependencies and their associated data.
|
||||
|
||||
Category: Dependency Classes
|
||||
Category: **Dependency Classes**
|
||||
|
||||
To use DependencyComponents, a set must be created, resolved, and then
|
||||
loaded. The DependencyComponents are only valid while the set remains
|
||||
@ -291,7 +291,7 @@ class DependencySet(Generic[T]):
|
||||
class AssetPackage(DependencyComponent):
|
||||
"""ba.DependencyComponent representing a bundled package of game assets.
|
||||
|
||||
Category: Asset Classes
|
||||
Category: **Asset Classes**
|
||||
"""
|
||||
|
||||
def __init__(self) -> None:
|
||||
|
||||
@ -15,7 +15,7 @@ if TYPE_CHECKING:
|
||||
class DualTeamSession(MultiTeamSession):
|
||||
"""ba.Session type for teams mode games.
|
||||
|
||||
Category: Gameplay Classes
|
||||
Category: **Gameplay Classes**
|
||||
"""
|
||||
|
||||
# Base class overrides:
|
||||
|
||||
@ -16,7 +16,7 @@ if TYPE_CHECKING:
|
||||
class DependencyError(Exception):
|
||||
"""Exception raised when one or more ba.Dependency items are missing.
|
||||
|
||||
category: Exception Classes
|
||||
Category: **Exception Classes**
|
||||
|
||||
(this will generally be missing assets).
|
||||
"""
|
||||
@ -34,7 +34,7 @@ class DependencyError(Exception):
|
||||
class ContextError(Exception):
|
||||
"""Exception raised when a call is made in an invalid context.
|
||||
|
||||
category: Exception Classes
|
||||
Category: **Exception Classes**
|
||||
|
||||
Examples of this include calling UI functions within an Activity context
|
||||
or calling scene manipulation functions outside of a game context.
|
||||
@ -44,91 +44,91 @@ class ContextError(Exception):
|
||||
class NotFoundError(Exception):
|
||||
"""Exception raised when a referenced object does not exist.
|
||||
|
||||
category: Exception Classes
|
||||
Category: **Exception Classes**
|
||||
"""
|
||||
|
||||
|
||||
class PlayerNotFoundError(NotFoundError):
|
||||
"""Exception raised when an expected ba.Player does not exist.
|
||||
|
||||
category: Exception Classes
|
||||
Category: **Exception Classes**
|
||||
"""
|
||||
|
||||
|
||||
class SessionPlayerNotFoundError(NotFoundError):
|
||||
"""Exception raised when an expected ba.SessionPlayer does not exist.
|
||||
|
||||
category: Exception Classes
|
||||
Category: **Exception Classes**
|
||||
"""
|
||||
|
||||
|
||||
class TeamNotFoundError(NotFoundError):
|
||||
"""Exception raised when an expected ba.Team does not exist.
|
||||
|
||||
category: Exception Classes
|
||||
Category: **Exception Classes**
|
||||
"""
|
||||
|
||||
|
||||
class DelegateNotFoundError(NotFoundError):
|
||||
"""Exception raised when an expected delegate object does not exist.
|
||||
|
||||
category: Exception Classes
|
||||
Category: **Exception Classes**
|
||||
"""
|
||||
|
||||
|
||||
class SessionTeamNotFoundError(NotFoundError):
|
||||
"""Exception raised when an expected ba.SessionTeam does not exist.
|
||||
|
||||
category: Exception Classes
|
||||
Category: **Exception Classes**
|
||||
"""
|
||||
|
||||
|
||||
class NodeNotFoundError(NotFoundError):
|
||||
"""Exception raised when an expected ba.Node does not exist.
|
||||
|
||||
category: Exception Classes
|
||||
Category: **Exception Classes**
|
||||
"""
|
||||
|
||||
|
||||
class ActorNotFoundError(NotFoundError):
|
||||
"""Exception raised when an expected ba.Actor does not exist.
|
||||
|
||||
category: Exception Classes
|
||||
Category: **Exception Classes**
|
||||
"""
|
||||
|
||||
|
||||
class ActivityNotFoundError(NotFoundError):
|
||||
"""Exception raised when an expected ba.Activity does not exist.
|
||||
|
||||
category: Exception Classes
|
||||
Category: **Exception Classes**
|
||||
"""
|
||||
|
||||
|
||||
class SessionNotFoundError(NotFoundError):
|
||||
"""Exception raised when an expected ba.Session does not exist.
|
||||
|
||||
category: Exception Classes
|
||||
Category: **Exception Classes**
|
||||
"""
|
||||
|
||||
|
||||
class InputDeviceNotFoundError(NotFoundError):
|
||||
"""Exception raised when an expected ba.InputDevice does not exist.
|
||||
|
||||
category: Exception Classes
|
||||
Category: **Exception Classes**
|
||||
"""
|
||||
|
||||
|
||||
class WidgetNotFoundError(NotFoundError):
|
||||
"""Exception raised when an expected ba.Widget does not exist.
|
||||
|
||||
category: Exception Classes
|
||||
Category: **Exception Classes**
|
||||
"""
|
||||
|
||||
|
||||
def print_exception(*args: Any, **keywds: Any) -> None:
|
||||
"""Print info about an exception along with pertinent context state.
|
||||
|
||||
category: General Utility Functions
|
||||
Category: **General Utility Functions**
|
||||
|
||||
Prints all arguments provided along with various info about the
|
||||
current context and the outstanding exception.
|
||||
@ -168,7 +168,7 @@ def print_exception(*args: Any, **keywds: Any) -> None:
|
||||
def print_error(err_str: str, once: bool = False) -> None:
|
||||
"""Print info about an error along with pertinent context state.
|
||||
|
||||
category: General Utility Functions
|
||||
Category: **General Utility Functions**
|
||||
|
||||
Prints all positional arguments provided along with various info about the
|
||||
current context.
|
||||
|
||||
@ -16,7 +16,7 @@ if TYPE_CHECKING:
|
||||
class FreeForAllSession(MultiTeamSession):
|
||||
"""ba.Session type for free-for-all mode games.
|
||||
|
||||
Category: Gameplay Classes
|
||||
Category: **Gameplay Classes**
|
||||
"""
|
||||
use_teams = False
|
||||
use_team_colors = False
|
||||
|
||||
@ -31,7 +31,7 @@ TeamType = TypeVar('TeamType', bound='ba.Team')
|
||||
class GameActivity(Activity[PlayerType, TeamType]):
|
||||
"""Common base class for all game ba.Activities.
|
||||
|
||||
category: Gameplay Classes
|
||||
Category: **Gameplay Classes**
|
||||
"""
|
||||
# pylint: disable=too-many-public-methods
|
||||
|
||||
|
||||
@ -27,10 +27,10 @@ class GameResults:
|
||||
"""
|
||||
Results for a completed game.
|
||||
|
||||
Category: Gameplay Classes
|
||||
Category: **Gameplay Classes**
|
||||
|
||||
Upon completion, a game should fill one of these out and pass it to its
|
||||
ba.Activity.end() call.
|
||||
ba.Activity.end call.
|
||||
"""
|
||||
|
||||
def __init__(self) -> None:
|
||||
|
||||
@ -29,7 +29,7 @@ TROPHY_CHARS = {
|
||||
class GameTip:
|
||||
"""Defines a tip presentable to the user at the start of a game.
|
||||
|
||||
Category: Gameplay Classes
|
||||
Category: **Gameplay Classes**
|
||||
"""
|
||||
text: str
|
||||
icon: Optional[ba.Texture] = None
|
||||
@ -53,7 +53,7 @@ def animate(node: ba.Node,
|
||||
suppress_format_warning: bool = False) -> ba.Node:
|
||||
"""Animate values on a target ba.Node.
|
||||
|
||||
Category: Gameplay Functions
|
||||
Category: **Gameplay Functions**
|
||||
|
||||
Creates an 'animcurve' node with the provided values and time as an input,
|
||||
connect it to the provided attribute, and set it to die with the target.
|
||||
@ -127,9 +127,9 @@ def animate_array(node: ba.Node,
|
||||
suppress_format_warning: bool = False) -> None:
|
||||
"""Animate an array of values on a target ba.Node.
|
||||
|
||||
Category: Gameplay Functions
|
||||
Category: **Gameplay Functions**
|
||||
|
||||
Like ba.animate(), but operates on array attributes.
|
||||
Like ba.animate, but operates on array attributes.
|
||||
"""
|
||||
# pylint: disable=too-many-locals
|
||||
combine = _ba.newnode('combine', owner=node, attrs={'size': size})
|
||||
@ -198,7 +198,7 @@ def show_damage_count(damage: str, position: Sequence[float],
|
||||
direction: Sequence[float]) -> None:
|
||||
"""Pop up a damage count at a position in space.
|
||||
|
||||
Category: Gameplay Functions
|
||||
Category: **Gameplay Functions**
|
||||
"""
|
||||
lifespan = 1.0
|
||||
app = _ba.app
|
||||
@ -253,7 +253,7 @@ def timestring(timeval: float,
|
||||
suppress_format_warning: bool = False) -> ba.Lstr:
|
||||
"""Generate a ba.Lstr for displaying a time value.
|
||||
|
||||
Category: General Utility Functions
|
||||
Category: **General Utility Functions**
|
||||
|
||||
Given a time value, returns a ba.Lstr with:
|
||||
(hours if > 0 ) : minutes : seconds : (centiseconds if centi=True).
|
||||
@ -321,7 +321,7 @@ def timestring(timeval: float,
|
||||
def cameraflash(duration: float = 999.0) -> None:
|
||||
"""Create a strobing camera flash effect.
|
||||
|
||||
Category: Gameplay Functions
|
||||
Category: **Gameplay Functions**
|
||||
|
||||
(as seen when a team wins a game)
|
||||
Duration is in seconds.
|
||||
|
||||
@ -24,7 +24,7 @@ if TYPE_CHECKING:
|
||||
class Existable(Protocol):
|
||||
"""A Protocol for objects supporting an exists() method.
|
||||
|
||||
Category: Protocols
|
||||
Category: **Protocols**
|
||||
"""
|
||||
|
||||
def exists(self) -> bool:
|
||||
@ -39,7 +39,7 @@ T = TypeVar('T')
|
||||
def existing(obj: Optional[ExistableType]) -> Optional[ExistableType]:
|
||||
"""Convert invalid references to None for any ba.Existable object.
|
||||
|
||||
Category: Gameplay Functions
|
||||
Category: **Gameplay Functions**
|
||||
|
||||
To best support type checking, it is important that invalid references
|
||||
not be passed around and instead get converted to values of None.
|
||||
@ -59,7 +59,7 @@ def existing(obj: Optional[ExistableType]) -> Optional[ExistableType]:
|
||||
def getclass(name: str, subclassof: type[T]) -> type[T]:
|
||||
"""Given a full class name such as foo.bar.MyClass, return the class.
|
||||
|
||||
Category: General Utility Functions
|
||||
Category: **General Utility Functions**
|
||||
|
||||
The class will be checked to make sure it is a subclass of the provided
|
||||
'subclassof' class, and a TypeError will be raised if not.
|
||||
@ -140,7 +140,7 @@ def get_type_name(cls: type) -> str:
|
||||
class _WeakCall:
|
||||
"""Wrap a callable and arguments into a single callable object.
|
||||
|
||||
Category: General Utility Classes
|
||||
Category: **General Utility Classes**
|
||||
|
||||
When passed a bound method as the callable, the instance portion
|
||||
of it is weak-referenced, meaning the underlying instance is
|
||||
@ -150,20 +150,30 @@ class _WeakCall:
|
||||
Think of this as a handy way to tell an object to do something
|
||||
at some point in the future if it happens to still exist.
|
||||
|
||||
# EXAMPLE A: this code will create a FooClass instance and call its
|
||||
# bar() method 5 seconds later; it will be kept alive even though
|
||||
# we overwrite its variable with None because the bound method
|
||||
# we pass as a timer callback (foo.bar) strong-references it
|
||||
foo = FooClass()
|
||||
ba.timer(5.0, foo.bar)
|
||||
foo = None
|
||||
##### Examples
|
||||
**EXAMPLE A:** this code will create a FooClass instance and call its
|
||||
bar() method 5 seconds later; it will be kept alive even though
|
||||
we overwrite its variable with None because the bound method
|
||||
we pass as a timer callback (foo.bar) strong-references it
|
||||
>>> foo = FooClass()
|
||||
... ba.timer(5.0, foo.bar)
|
||||
... foo = None
|
||||
|
||||
# EXAMPLE B: this code will *not* keep our object alive; it will die
|
||||
# when we overwrite it with None and the timer will be a no-op when it
|
||||
# fires
|
||||
foo = FooClass()
|
||||
ba.timer(5.0, ba.WeakCall(foo.bar))
|
||||
foo = None
|
||||
**EXAMPLE B:** This code will *not* keep our object alive; it will die
|
||||
when we overwrite it with None and the timer will be a no-op when it
|
||||
fires
|
||||
>>> foo = FooClass()
|
||||
... 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
|
||||
@ -175,15 +185,6 @@ class _WeakCall:
|
||||
|
||||
Pass a callable as the first arg, followed by any number of
|
||||
arguments or keywords.
|
||||
|
||||
# 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])
|
||||
@ -212,13 +213,13 @@ class _WeakCall:
|
||||
class _Call:
|
||||
"""Wraps a callable and arguments into a single callable object.
|
||||
|
||||
Category: General Utility Classes
|
||||
Category: **General Utility Classes**
|
||||
|
||||
The callable is strong-referenced so it won't die until this
|
||||
object does.
|
||||
|
||||
Note that a bound method (ex: myobj.dosomething) contains a reference
|
||||
to 'self' (myobj in that case), so you will be keeping that object
|
||||
Note that a bound method (ex: ``myobj.dosomething``) contains a reference
|
||||
to ``self`` (``myobj`` in that case), so you will be keeping that object
|
||||
alive too. Use ba.WeakCall if you want to pass a method to callback
|
||||
without keeping its object alive.
|
||||
"""
|
||||
@ -229,12 +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:]
|
||||
@ -283,7 +284,7 @@ class WeakMethod:
|
||||
def verify_object_death(obj: object) -> None:
|
||||
"""Warn if an object does not get freed within a short period.
|
||||
|
||||
Category: General Utility Functions
|
||||
Category: **General Utility Functions**
|
||||
|
||||
This can be handy to detect and prevent memory/resource leaks.
|
||||
"""
|
||||
@ -304,7 +305,7 @@ def verify_object_death(obj: object) -> None:
|
||||
def print_active_refs(obj: Any) -> None:
|
||||
"""Print info about things referencing a given object.
|
||||
|
||||
Category: General Utility Functions
|
||||
Category: **General Utility Functions**
|
||||
|
||||
Useful for tracking down cyclical references and causes for zombie objects.
|
||||
"""
|
||||
@ -361,7 +362,7 @@ def _verify_object_death(wref: weakref.ref) -> None:
|
||||
def storagename(suffix: str = None) -> str:
|
||||
"""Generate a unique name for storing class data in shared places.
|
||||
|
||||
Category: General Utility Functions
|
||||
Category: **General Utility Functions**
|
||||
|
||||
This consists of a leading underscore, the module path at the
|
||||
call site with dots replaced by underscores, the containing class's
|
||||
@ -371,15 +372,17 @@ 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:
|
||||
>>> 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:
|
||||
|
||||
@ -13,23 +13,21 @@ if TYPE_CHECKING:
|
||||
class Keyboard:
|
||||
"""Chars definitions for on-screen keyboard.
|
||||
|
||||
Category: App Classes
|
||||
Category: **App Classes**
|
||||
|
||||
Keyboards are discoverable by the meta-tag system
|
||||
and the user can select which one they want to use.
|
||||
On-screen keyboard uses chars from active ba.Keyboard.
|
||||
Attributes:
|
||||
name
|
||||
Displays when user selecting this keyboard.
|
||||
chars
|
||||
Used for row/column lengths.
|
||||
pages
|
||||
Extra chars like emojis.
|
||||
nums
|
||||
The 'num' page.
|
||||
"""
|
||||
|
||||
name: str
|
||||
"""Displays when user selecting this keyboard."""
|
||||
|
||||
chars: list[tuple[str, ...]]
|
||||
"""Used for row/column lengths."""
|
||||
|
||||
pages: dict[str, tuple[str, ...]]
|
||||
"""Extra chars like emojis."""
|
||||
|
||||
nums: tuple[str, ...]
|
||||
"""The 'num' page."""
|
||||
|
||||
@ -17,7 +17,7 @@ if TYPE_CHECKING:
|
||||
class LanguageSubsystem:
|
||||
"""Wraps up language related app functionality.
|
||||
|
||||
Category: App Classes
|
||||
Category: **App Classes**
|
||||
|
||||
To use this class, access the single instance of it at 'ba.app.lang'.
|
||||
"""
|
||||
@ -367,7 +367,7 @@ class LanguageSubsystem:
|
||||
class Lstr:
|
||||
"""Used to define strings in a language-independent way.
|
||||
|
||||
category: General Utility Classes
|
||||
Category: **General Utility Classes**
|
||||
|
||||
These should be used whenever possible in place of hard-coded strings
|
||||
so that in-game or UI elements show up correctly on all clients in their
|
||||
@ -376,24 +376,28 @@ class Lstr:
|
||||
To see available resource keys, look at any of the bs_language_*.py files
|
||||
in the game or the translations pages at legacy.ballistica.net/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 ${NAME} with the value of the
|
||||
resource at res_b
|
||||
>>> mytextnode.text = ba.Lstr(
|
||||
... resource='res_a',
|
||||
... subs=[('${NAME}', ba.Lstr(resource='res_b'))])
|
||||
"""
|
||||
|
||||
# pylint: disable=dangerous-default-value
|
||||
|
||||
@ -17,7 +17,7 @@ if TYPE_CHECKING:
|
||||
class Level:
|
||||
"""An entry in a ba.Campaign consisting of a name, game type, and settings.
|
||||
|
||||
category: Gameplay Classes
|
||||
Category: **Gameplay Classes**
|
||||
"""
|
||||
|
||||
def __init__(self,
|
||||
|
||||
@ -18,7 +18,7 @@ if TYPE_CHECKING:
|
||||
def preload_map_preview_media() -> None:
|
||||
"""Preload media needed for map preview UIs.
|
||||
|
||||
Category: Asset Functions
|
||||
Category: **Asset Functions**
|
||||
"""
|
||||
_ba.getmodel('level_select_button_opaque')
|
||||
_ba.getmodel('level_select_button_transparent')
|
||||
@ -31,7 +31,7 @@ def preload_map_preview_media() -> None:
|
||||
def get_filtered_map_name(name: str) -> str:
|
||||
"""Filter a map name to account for name changes, etc.
|
||||
|
||||
Category: Asset Functions
|
||||
Category: **Asset Functions**
|
||||
|
||||
This can be used to support old playlists, etc.
|
||||
"""
|
||||
@ -46,7 +46,7 @@ def get_filtered_map_name(name: str) -> str:
|
||||
def get_map_display_string(name: str) -> ba.Lstr:
|
||||
"""Return a ba.Lstr for displaying a given map\'s name.
|
||||
|
||||
Category: Asset Functions
|
||||
Category: **Asset Functions**
|
||||
"""
|
||||
from ba import _language
|
||||
return _language.Lstr(translate=('mapsNames', name))
|
||||
@ -55,7 +55,7 @@ def get_map_display_string(name: str) -> ba.Lstr:
|
||||
def getmaps(playtype: str) -> list[str]:
|
||||
"""Return a list of ba.Map types supporting a playtype str.
|
||||
|
||||
Category: Asset Functions
|
||||
Category: **Asset Functions**
|
||||
|
||||
Maps supporting a given playtype must provide a particular set of
|
||||
features and lend themselves to a certain style of play.
|
||||
@ -104,7 +104,7 @@ def getmaps(playtype: str) -> list[str]:
|
||||
def get_unowned_maps() -> list[str]:
|
||||
"""Return the list of local maps not owned by the current account.
|
||||
|
||||
Category: Asset Functions
|
||||
Category: **Asset Functions**
|
||||
"""
|
||||
from ba import _store
|
||||
unowned_maps: set[str] = set()
|
||||
@ -120,7 +120,7 @@ def get_unowned_maps() -> list[str]:
|
||||
def get_map_class(name: str) -> type[ba.Map]:
|
||||
"""Return a map type given a name.
|
||||
|
||||
Category: Asset Functions
|
||||
Category: **Asset Functions**
|
||||
"""
|
||||
name = get_filtered_map_name(name)
|
||||
try:
|
||||
@ -133,7 +133,7 @@ def get_map_class(name: str) -> type[ba.Map]:
|
||||
class Map(Actor):
|
||||
"""A game map.
|
||||
|
||||
Category: Gameplay Classes
|
||||
Category: **Gameplay Classes**
|
||||
|
||||
Consists of a collection of terrain nodes, metadata, and other
|
||||
functionality comprising a game map.
|
||||
@ -345,7 +345,7 @@ class Map(Actor):
|
||||
self, players: Sequence[ba.Player]) -> Sequence[float]:
|
||||
"""Return a random starting position in one of the FFA spawn areas.
|
||||
|
||||
If a list of ba.Players is provided; the returned points will be
|
||||
If a list of ba.Player-s is provided; the returned points will be
|
||||
as far from these players as possible.
|
||||
"""
|
||||
|
||||
|
||||
@ -50,24 +50,19 @@ class DeathType(Enum):
|
||||
class DieMessage:
|
||||
"""A message telling an object to die.
|
||||
|
||||
Category: Message Classes
|
||||
|
||||
Most ba.Actors respond to this.
|
||||
|
||||
Attributes:
|
||||
|
||||
immediate
|
||||
If this is set to True, the actor should disappear immediately.
|
||||
This is for 'removing' stuff from the game more so than 'killing'
|
||||
it. If False, the actor should die a 'normal' death and can take
|
||||
its time with lingering corpses, sound effects, etc.
|
||||
|
||||
how
|
||||
The particular reason for death.
|
||||
Category: **Message Classes**
|
||||
|
||||
Most ba.Actor-s respond to this.
|
||||
"""
|
||||
|
||||
immediate: bool = False
|
||||
"""If this is set to True, the actor should disappear immediately.
|
||||
This is for 'removing' stuff from the game more so than 'killing'
|
||||
it. If False, the actor should die a 'normal' death and can take
|
||||
its time with lingering corpses, sound effects, etc."""
|
||||
|
||||
how: DeathType = DeathType.GENERIC
|
||||
"""The particular reason for death."""
|
||||
|
||||
|
||||
PlayerType = TypeVar('PlayerType', bound='ba.Player')
|
||||
@ -76,19 +71,15 @@ PlayerType = TypeVar('PlayerType', bound='ba.Player')
|
||||
class PlayerDiedMessage:
|
||||
"""A message saying a ba.Player has died.
|
||||
|
||||
category: Message Classes
|
||||
|
||||
Attributes:
|
||||
|
||||
killed
|
||||
If True, the player was killed;
|
||||
If False, they left the game or the round ended.
|
||||
|
||||
how
|
||||
The particular type of death.
|
||||
Category: **Message Classes**
|
||||
"""
|
||||
|
||||
killed: bool
|
||||
"""If True, the player was killed;
|
||||
If False, they left the game or the round ended."""
|
||||
|
||||
how: ba.DeathType
|
||||
"""The particular type of death."""
|
||||
|
||||
def __init__(self, player: ba.Player, was_killed: bool,
|
||||
killerplayer: Optional[ba.Player], how: ba.DeathType):
|
||||
@ -132,41 +123,34 @@ class PlayerDiedMessage:
|
||||
class StandMessage:
|
||||
"""A message telling an object to move to a position in space.
|
||||
|
||||
Category: Message Classes
|
||||
Category: **Message Classes**
|
||||
|
||||
Used when teleporting players to home base, etc.
|
||||
|
||||
Attributes:
|
||||
|
||||
position
|
||||
Where to move to.
|
||||
|
||||
angle
|
||||
The angle to face (in degrees)
|
||||
"""
|
||||
|
||||
position: Sequence[float] = (0.0, 0.0, 0.0)
|
||||
"""Where to move to."""
|
||||
|
||||
angle: float = 0.0
|
||||
"""The angle to face (in degrees)"""
|
||||
|
||||
|
||||
@dataclass
|
||||
class PickUpMessage:
|
||||
"""Tells an object that it has picked something up.
|
||||
|
||||
Category: Message Classes
|
||||
|
||||
Attributes:
|
||||
|
||||
node
|
||||
The ba.Node that is getting picked up.
|
||||
Category: **Message Classes**
|
||||
"""
|
||||
|
||||
node: ba.Node
|
||||
"""The ba.Node that is getting picked up."""
|
||||
|
||||
|
||||
@dataclass
|
||||
class DropMessage:
|
||||
"""Tells an object that it has dropped what it was holding.
|
||||
|
||||
Category: Message Classes
|
||||
Category: **Message Classes**
|
||||
"""
|
||||
|
||||
|
||||
@ -174,35 +158,29 @@ class DropMessage:
|
||||
class PickedUpMessage:
|
||||
"""Tells an object that it has been picked up by something.
|
||||
|
||||
Category: Message Classes
|
||||
|
||||
Attributes:
|
||||
|
||||
node
|
||||
The ba.Node doing the picking up.
|
||||
Category: **Message Classes**
|
||||
"""
|
||||
|
||||
node: ba.Node
|
||||
"""The ba.Node doing the picking up."""
|
||||
|
||||
|
||||
@dataclass
|
||||
class DroppedMessage:
|
||||
"""Tells an object that it has been dropped.
|
||||
|
||||
Category: Message Classes
|
||||
|
||||
Attributes:
|
||||
|
||||
node
|
||||
The ba.Node doing the dropping.
|
||||
Category: **Message Classes**
|
||||
"""
|
||||
|
||||
node: ba.Node
|
||||
"""The ba.Node doing the dropping."""
|
||||
|
||||
|
||||
@dataclass
|
||||
class ShouldShatterMessage:
|
||||
"""Tells an object that it should shatter.
|
||||
|
||||
Category: Message Classes
|
||||
Category: **Message Classes**
|
||||
"""
|
||||
|
||||
|
||||
@ -210,21 +188,18 @@ class ShouldShatterMessage:
|
||||
class ImpactDamageMessage:
|
||||
"""Tells an object that it has been jarred violently.
|
||||
|
||||
Category: Message Classes
|
||||
|
||||
Attributes:
|
||||
|
||||
intensity
|
||||
The intensity of the impact.
|
||||
Category: **Message Classes**
|
||||
"""
|
||||
|
||||
intensity: float
|
||||
"""The intensity of the impact."""
|
||||
|
||||
|
||||
@dataclass
|
||||
class FreezeMessage:
|
||||
"""Tells an object to become frozen.
|
||||
|
||||
Category: Message Classes
|
||||
Category: **Message Classes**
|
||||
|
||||
As seen in the effects of an ice ba.Bomb.
|
||||
"""
|
||||
@ -234,7 +209,7 @@ class FreezeMessage:
|
||||
class ThawMessage:
|
||||
"""Tells an object to stop being frozen.
|
||||
|
||||
Category: Message Classes
|
||||
Category: **Message Classes**
|
||||
"""
|
||||
|
||||
|
||||
@ -242,20 +217,17 @@ class ThawMessage:
|
||||
class CelebrateMessage:
|
||||
"""Tells an object to celebrate.
|
||||
|
||||
Category: Message Classes
|
||||
|
||||
Attributes:
|
||||
|
||||
duration
|
||||
Amount of time to celebrate in seconds.
|
||||
Category: **Message Classes**
|
||||
"""
|
||||
|
||||
duration: float = 10.0
|
||||
"""Amount of time to celebrate in seconds."""
|
||||
|
||||
|
||||
class HitMessage:
|
||||
"""Tells an object it has been hit in some way.
|
||||
|
||||
Category: Message Classes
|
||||
Category: **Message Classes**
|
||||
|
||||
This is used by punches, explosions, etc to convey
|
||||
their effect to a target.
|
||||
|
||||
@ -37,7 +37,7 @@ class ScanResults:
|
||||
class MetadataSubsystem:
|
||||
"""Subsystem for working with script metadata in the app.
|
||||
|
||||
Category: App Classes
|
||||
Category: **App Classes**
|
||||
|
||||
Access the single shared instance of this class at 'ba.app.meta'.
|
||||
"""
|
||||
|
||||
@ -22,7 +22,7 @@ DEFAULT_TEAM_NAMES = ('Blue', 'Red')
|
||||
class MultiTeamSession(Session):
|
||||
"""Common base class for ba.DualTeamSession and ba.FreeForAllSession.
|
||||
|
||||
Category: Gameplay Classes
|
||||
Category: **Gameplay Classes**
|
||||
|
||||
Free-for-all-mode is essentially just teams-mode with each ba.Player having
|
||||
their own ba.Team, so there is much overlap in functionality.
|
||||
@ -141,7 +141,7 @@ class MultiTeamSession(Session):
|
||||
team.customdata['previous_score'] = team.customdata['score'] = 0
|
||||
|
||||
def get_max_players(self) -> int:
|
||||
"""Return max number of ba.Players allowed to join the game at once."""
|
||||
"""Return max number of ba.Player-s allowed to join the game at once"""
|
||||
if self.use_teams:
|
||||
return _ba.app.config.get('Team Game Max Players', 8)
|
||||
return _ba.app.config.get('Free-for-All Max Players', 8)
|
||||
|
||||
@ -18,7 +18,7 @@ if TYPE_CHECKING:
|
||||
class MusicType(Enum):
|
||||
"""Types of music available to play in-game.
|
||||
|
||||
Category: Enums
|
||||
Category: **Enums**
|
||||
|
||||
These do not correspond to specific pieces of music, but rather to
|
||||
'situations'. The actual music played for each type can be overridden
|
||||
@ -51,7 +51,7 @@ class MusicType(Enum):
|
||||
class MusicPlayMode(Enum):
|
||||
"""Influences behavior when playing music.
|
||||
|
||||
Category: Enums
|
||||
Category: **Enums**
|
||||
"""
|
||||
REGULAR = 'regular'
|
||||
TEST = 'test'
|
||||
@ -61,7 +61,7 @@ class MusicPlayMode(Enum):
|
||||
class AssetSoundtrackEntry:
|
||||
"""A music entry using an internal asset.
|
||||
|
||||
Category: App Classes
|
||||
Category: **App Classes**
|
||||
"""
|
||||
assetname: str
|
||||
volume: float = 1.0
|
||||
@ -120,7 +120,7 @@ ASSET_SOUNDTRACK_ENTRIES: dict[MusicType, AssetSoundtrackEntry] = {
|
||||
class MusicSubsystem:
|
||||
"""Subsystem for music playback in the app.
|
||||
|
||||
Category: App Classes
|
||||
Category: **App Classes**
|
||||
|
||||
Access the single shared instance of this class at 'ba.app.music'.
|
||||
"""
|
||||
@ -385,7 +385,7 @@ class MusicSubsystem:
|
||||
class MusicPlayer:
|
||||
"""Wrangles soundtrack music playback.
|
||||
|
||||
Category: App Classes
|
||||
Category: **App Classes**
|
||||
|
||||
Music can be played either through the game itself
|
||||
or via a platform-specific external player.
|
||||
@ -474,7 +474,7 @@ def setmusic(musictype: Optional[ba.MusicType],
|
||||
continuous: bool = False) -> None:
|
||||
"""Set the app to play (or stop playing) a certain type of music.
|
||||
|
||||
category: Gameplay Functions
|
||||
category: **Gameplay Functions**
|
||||
|
||||
This function will handle loading and playing sound assets as necessary,
|
||||
and also supports custom user soundtracks on specific platforms so the
|
||||
|
||||
@ -17,7 +17,7 @@ if TYPE_CHECKING:
|
||||
class NodeActor(Actor):
|
||||
"""A simple ba.Actor type that wraps a single ba.Node.
|
||||
|
||||
Category: Gameplay Classes
|
||||
Category: **Gameplay Classes**
|
||||
|
||||
This Actor will delete its Node when told to die, and it's
|
||||
exists() call will return whether the Node still exists or not.
|
||||
|
||||
@ -48,18 +48,15 @@ class Player(Generic[TeamType]):
|
||||
These correspond to ba.SessionPlayer objects, but are associated with a
|
||||
single ba.Activity instance. This allows activities to specify their
|
||||
own custom ba.Player types.
|
||||
|
||||
Attributes:
|
||||
|
||||
actor
|
||||
The ba.Actor associated with the player.
|
||||
|
||||
"""
|
||||
|
||||
# These are instance attrs but we define them at the type level so
|
||||
# their type annotations are introspectable (for docs generation).
|
||||
character: str
|
||||
|
||||
actor: Optional[ba.Actor]
|
||||
"""The ba.Actor associated with the player."""
|
||||
|
||||
color: Sequence[float]
|
||||
highlight: Sequence[float]
|
||||
|
||||
@ -225,8 +222,7 @@ class Player(Generic[TeamType]):
|
||||
return self._sessionplayer.exists() and not self._expired
|
||||
|
||||
def getname(self, full: bool = False, icon: bool = True) -> str:
|
||||
"""getname(full: bool = False, icon: bool = True) -> str
|
||||
|
||||
"""
|
||||
Returns the player's name. If icon is True, the long version of the
|
||||
name may include an icon.
|
||||
"""
|
||||
@ -235,8 +231,7 @@ class Player(Generic[TeamType]):
|
||||
return self._sessionplayer.getname(full=full, icon=icon)
|
||||
|
||||
def is_alive(self) -> bool:
|
||||
"""is_alive() -> bool
|
||||
|
||||
"""
|
||||
Returns True if the player has a ba.Actor assigned and its
|
||||
is_alive() method return True. False is returned otherwise.
|
||||
"""
|
||||
@ -245,8 +240,7 @@ class Player(Generic[TeamType]):
|
||||
return self.actor is not None and self.actor.is_alive()
|
||||
|
||||
def get_icon(self) -> dict[str, Any]:
|
||||
"""get_icon() -> dict[str, Any]
|
||||
|
||||
"""
|
||||
Returns the character's icon (images, colors, etc contained in a dict)
|
||||
"""
|
||||
assert self._postinited
|
||||
@ -256,9 +250,7 @@ class Player(Generic[TeamType]):
|
||||
def assigninput(self, inputtype: Union[ba.InputType, tuple[ba.InputType,
|
||||
...]],
|
||||
call: Callable) -> None:
|
||||
"""assigninput(type: Union[ba.InputType, Tuple[ba.InputType, ...]],
|
||||
call: Callable) -> None
|
||||
|
||||
"""
|
||||
Set the python callable to be run for one or more types of input.
|
||||
"""
|
||||
assert self._postinited
|
||||
@ -266,8 +258,7 @@ class Player(Generic[TeamType]):
|
||||
return self._sessionplayer.assigninput(type=inputtype, call=call)
|
||||
|
||||
def resetinput(self) -> None:
|
||||
"""resetinput() -> None
|
||||
|
||||
"""
|
||||
Clears out the player's assigned input actions.
|
||||
"""
|
||||
assert self._postinited
|
||||
|
||||
@ -16,9 +16,9 @@ if TYPE_CHECKING:
|
||||
class PluginSubsystem:
|
||||
"""Subsystem for plugin handling in the app.
|
||||
|
||||
Category: App Classes
|
||||
Category: **App Classes**
|
||||
|
||||
Access the single shared instance of this class at 'ba.app.plugins'.
|
||||
Access the single shared instance of this class at `ba.app.plugins`.
|
||||
"""
|
||||
|
||||
def __init__(self) -> None:
|
||||
@ -96,7 +96,7 @@ class PluginSubsystem:
|
||||
class PotentialPlugin:
|
||||
"""Represents a ba.Plugin which can potentially be loaded.
|
||||
|
||||
Category: App Classes
|
||||
Category: **App Classes**
|
||||
|
||||
These generally represent plugins which were detected by the
|
||||
meta-tag scan. However they may also represent plugins which
|
||||
@ -111,7 +111,7 @@ class PotentialPlugin:
|
||||
class Plugin:
|
||||
"""A plugin to alter app behavior in some way.
|
||||
|
||||
Category: App Classes
|
||||
Category: **App Classes**
|
||||
|
||||
Plugins are discoverable by the meta-tag system
|
||||
and the user can select which ones they want to activate.
|
||||
|
||||
@ -16,31 +16,27 @@ if TYPE_CHECKING:
|
||||
class PowerupMessage:
|
||||
"""A message telling an object to accept a powerup.
|
||||
|
||||
Category: Message Classes
|
||||
Category: **Message Classes**
|
||||
|
||||
This message is normally received by touching a ba.PowerupBox.
|
||||
|
||||
Attributes:
|
||||
|
||||
poweruptype
|
||||
The type of powerup to be granted (a string).
|
||||
See ba.Powerup.poweruptype for available type values.
|
||||
|
||||
sourcenode
|
||||
The node the powerup game from, or None otherwise.
|
||||
If a powerup is accepted, a ba.PowerupAcceptMessage should be sent
|
||||
back to the sourcenode to inform it of the fact. This will generally
|
||||
cause the powerup box to make a sound and disappear or whatnot.
|
||||
"""
|
||||
|
||||
poweruptype: str
|
||||
"""The type of powerup to be granted (a string).
|
||||
See ba.Powerup.poweruptype for available type values."""
|
||||
|
||||
sourcenode: Optional[ba.Node] = None
|
||||
"""The node the powerup game from, or None otherwise.
|
||||
If a powerup is accepted, a ba.PowerupAcceptMessage should be sent
|
||||
back to the sourcenode to inform it of the fact. This will generally
|
||||
cause the powerup box to make a sound and disappear or whatnot."""
|
||||
|
||||
|
||||
@dataclass
|
||||
class PowerupAcceptMessage:
|
||||
"""A message informing a ba.Powerup that it was accepted.
|
||||
|
||||
Category: Message Classes
|
||||
Category: **Message Classes**
|
||||
|
||||
This is generally sent in response to a ba.PowerupMessage
|
||||
to inform the box (or whoever granted it) that it can go away.
|
||||
|
||||
@ -16,7 +16,7 @@ if TYPE_CHECKING:
|
||||
class ScoreType(Enum):
|
||||
"""Type of scores.
|
||||
|
||||
Category: Enums
|
||||
Category: **Enums**
|
||||
"""
|
||||
SECONDS = 's'
|
||||
MILLISECONDS = 'ms'
|
||||
@ -27,30 +27,22 @@ class ScoreType(Enum):
|
||||
class ScoreConfig:
|
||||
"""Settings for how a game handles scores.
|
||||
|
||||
Category: Gameplay Classes
|
||||
|
||||
Attributes:
|
||||
|
||||
label
|
||||
A label show to the user for scores; 'Score', 'Time Survived', etc.
|
||||
|
||||
scoretype
|
||||
How the score value should be displayed.
|
||||
|
||||
lower_is_better
|
||||
Whether lower scores are preferable. Higher scores are by default.
|
||||
|
||||
none_is_winner
|
||||
Whether a value of None is considered better than other scores.
|
||||
By default it is not.
|
||||
|
||||
version
|
||||
To change high-score lists used by a game without renaming the game,
|
||||
change this. Defaults to an empty string.
|
||||
|
||||
Category: **Gameplay Classes**
|
||||
"""
|
||||
|
||||
label: str = 'Score'
|
||||
"""A label show to the user for scores; 'Score', 'Time Survived', etc."""
|
||||
|
||||
scoretype: ba.ScoreType = ScoreType.POINTS
|
||||
"""How the score value should be displayed."""
|
||||
|
||||
lower_is_better: bool = False
|
||||
"""Whether lower scores are preferable. Higher scores are by default."""
|
||||
|
||||
none_is_winner: bool = False
|
||||
"""Whether a value of None is considered better than other scores.
|
||||
By default it is not."""
|
||||
|
||||
version: str = ''
|
||||
"""To change high-score lists used by a game without renaming the game,
|
||||
change this. Defaults to an empty string."""
|
||||
|
||||
@ -77,7 +77,7 @@ def _cmd(command_data: bytes) -> None:
|
||||
class ServerController:
|
||||
"""Overall controller for the app in server mode.
|
||||
|
||||
Category: App Classes
|
||||
Category: **App Classes**
|
||||
"""
|
||||
|
||||
def __init__(self, config: ServerConfig) -> None:
|
||||
|
||||
@ -17,9 +17,9 @@ if TYPE_CHECKING:
|
||||
|
||||
|
||||
class Session:
|
||||
"""Defines a high level series of ba.Activities with a common purpose.
|
||||
"""Defines a high level series of ba.Activity-es with a common purpose.
|
||||
|
||||
category: Gameplay Classes
|
||||
Category: **Gameplay Classes**
|
||||
|
||||
Examples of sessions are ba.FreeForAllSession, ba.DualTeamSession, and
|
||||
ba.CoopSession.
|
||||
@ -27,58 +27,48 @@ class Session:
|
||||
A Session is responsible for wrangling and transitioning between various
|
||||
ba.Activity instances such as mini-games and score-screens, and for
|
||||
maintaining state between them (players, teams, score tallies, etc).
|
||||
|
||||
Attributes:
|
||||
|
||||
sessionteams
|
||||
All the ba.SessionTeams in the Session. Most things should use the
|
||||
list of ba.Teams in ba.Activity; not this.
|
||||
|
||||
sessionplayers
|
||||
All ba.SessionPlayers in the Session. Most things should use the
|
||||
list of ba.Players in ba.Activity; not this. Some players, such as
|
||||
those who have not yet selected a character, will only be
|
||||
found on this list.
|
||||
|
||||
min_players
|
||||
The minimum number of players who must be present for the Session
|
||||
to proceed past the initial joining screen.
|
||||
|
||||
max_players
|
||||
The maximum number of players allowed in the Session.
|
||||
|
||||
lobby
|
||||
The ba.Lobby instance where new ba.Players go to select a
|
||||
Profile/Team/etc. before being added to games.
|
||||
Be aware this value may be None if a Session does not allow
|
||||
any such selection.
|
||||
|
||||
use_teams
|
||||
Whether this session groups players into an explicit set of
|
||||
teams. If this is off, a unique team is generated for each
|
||||
player that joins.
|
||||
|
||||
use_team_colors
|
||||
Whether players on a team should all adopt the colors of that
|
||||
team instead of their own profile colors. This only applies if
|
||||
use_teams is enabled.
|
||||
|
||||
customdata
|
||||
A shared dictionary for objects to use as storage on this session.
|
||||
Ensure that keys here are unique to avoid collisions.
|
||||
|
||||
"""
|
||||
use_teams: bool = False
|
||||
use_team_colors: bool = True
|
||||
|
||||
# Note: even though these are instance vars, we annotate them at the
|
||||
# class level so that docs generation can access their types.
|
||||
use_teams: bool = False
|
||||
"""Whether this session groups players into an explicit set of
|
||||
teams. If this is off, a unique team is generated for each
|
||||
player that joins."""
|
||||
|
||||
use_team_colors: bool = True
|
||||
"""Whether players on a team should all adopt the colors of that
|
||||
team instead of their own profile colors. This only applies if
|
||||
use_teams is enabled."""
|
||||
|
||||
# Note: even though these are instance vars, we annotate and document them
|
||||
# at the class level so that looks better and nobody get lost while
|
||||
# reading large __init__
|
||||
|
||||
lobby: ba.Lobby
|
||||
"""The ba.Lobby instance where new ba.Player-s go to select a
|
||||
Profile/Team/etc. before being added to games.
|
||||
Be aware this value may be None if a Session does not allow
|
||||
any such selection."""
|
||||
|
||||
max_players: int
|
||||
"""The maximum number of players allowed in the Session."""
|
||||
|
||||
min_players: int
|
||||
"""The minimum number of players who must be present for the Session
|
||||
to proceed past the initial joining screen"""
|
||||
|
||||
sessionplayers: list[ba.SessionPlayer]
|
||||
"""All ba.SessionPlayers in the Session. Most things should use the
|
||||
list of ba.Player-s in ba.Activity; not this. Some players, such as
|
||||
those who have not yet selected a character, will only be
|
||||
found on this list."""
|
||||
|
||||
customdata: dict
|
||||
"""A shared dictionary for objects to use as storage on this session.
|
||||
Ensure that keys here are unique to avoid collisions."""
|
||||
|
||||
sessionteams: list[ba.SessionTeam]
|
||||
"""All the ba.SessionTeams in the Session. Most things should use the
|
||||
list of ba.Team-s in ba.Activity; not this."""
|
||||
|
||||
def __init__(self,
|
||||
depsets: Sequence[ba.DependencySet],
|
||||
|
||||
@ -21,20 +21,17 @@ if TYPE_CHECKING:
|
||||
class PlayerScoredMessage:
|
||||
"""Informs something that a ba.Player scored.
|
||||
|
||||
Category: Message Classes
|
||||
|
||||
Attributes:
|
||||
|
||||
score
|
||||
The score value.
|
||||
Category: **Message Classes**
|
||||
"""
|
||||
|
||||
score: int
|
||||
"""The score value."""
|
||||
|
||||
|
||||
class PlayerRecord:
|
||||
"""Stats for an individual player in a ba.Stats object.
|
||||
|
||||
Category: Gameplay Classes
|
||||
Category: **Gameplay Classes**
|
||||
|
||||
This does not necessarily correspond to a ba.Player that is
|
||||
still present (stats may be retained for players that leave
|
||||
@ -232,7 +229,7 @@ class PlayerRecord:
|
||||
class Stats:
|
||||
"""Manages scores and statistics for a ba.Session.
|
||||
|
||||
category: Gameplay Classes
|
||||
Category: **Gameplay Classes**
|
||||
"""
|
||||
|
||||
def __init__(self) -> None:
|
||||
|
||||
@ -17,39 +17,32 @@ if TYPE_CHECKING:
|
||||
class SessionTeam:
|
||||
"""A team of one or more ba.SessionPlayers.
|
||||
|
||||
Category: Gameplay Classes
|
||||
Category: **Gameplay Classes**
|
||||
|
||||
Note that a SessionPlayer *always* has a SessionTeam;
|
||||
in some cases, such as free-for-all ba.Sessions,
|
||||
each SessionTeam consists of just one SessionPlayer.
|
||||
|
||||
Attributes:
|
||||
|
||||
name
|
||||
The team's name.
|
||||
|
||||
id
|
||||
The unique numeric id of the team.
|
||||
|
||||
color
|
||||
The team's color.
|
||||
|
||||
players
|
||||
The list of ba.SessionPlayers on the team.
|
||||
|
||||
customdata
|
||||
A dict for use by the current ba.Session for
|
||||
storing data associated with this team.
|
||||
Unlike customdata, this persists for the duration
|
||||
of the session.
|
||||
"""
|
||||
|
||||
# Annotate our attr types at the class level so they're introspectable.
|
||||
|
||||
name: Union[ba.Lstr, str]
|
||||
"""The team's name."""
|
||||
|
||||
color: tuple[float, ...] # FIXME: can't we make this fixed len?
|
||||
"""The team's color."""
|
||||
|
||||
players: list[ba.SessionPlayer]
|
||||
"""The list of ba.SessionPlayer-s on the team."""
|
||||
|
||||
customdata: dict
|
||||
"""A dict for use by the current ba.Session for
|
||||
storing data associated with this team.
|
||||
Unlike customdata, this persists for the duration
|
||||
of the session."""
|
||||
|
||||
id: int
|
||||
"""The unique numeric id of the team."""
|
||||
|
||||
def __init__(self,
|
||||
team_id: int = 0,
|
||||
@ -79,7 +72,7 @@ PlayerType = TypeVar('PlayerType', bound='ba.Player')
|
||||
class Team(Generic[PlayerType]):
|
||||
"""A team in a specific ba.Activity.
|
||||
|
||||
Category: Gameplay Classes
|
||||
Category: **Gameplay Classes**
|
||||
|
||||
These correspond to ba.SessionTeam objects, but are created per activity
|
||||
so that the activity can use its own custom team subclass.
|
||||
@ -197,7 +190,7 @@ class Team(Generic[PlayerType]):
|
||||
class EmptyTeam(Team['ba.EmptyPlayer']):
|
||||
"""An empty player for use by Activities that don't need to define one.
|
||||
|
||||
Category: Gameplay Classes
|
||||
Category: **Gameplay Classes**
|
||||
|
||||
ba.Player and ba.Team are 'Generic' types, and so passing those top level
|
||||
classes as type arguments when defining a ba.Activity reduces type safety.
|
||||
|
||||
@ -24,7 +24,7 @@ TeamType = TypeVar('TeamType', bound='ba.Team')
|
||||
class TeamGameActivity(GameActivity[PlayerType, TeamType]):
|
||||
"""Base class for teams and free-for-all mode games.
|
||||
|
||||
Category: Gameplay Classes
|
||||
Category: **Gameplay Classes**
|
||||
|
||||
(Free-for-all is essentially just a special case where every
|
||||
ba.Player has their own ba.Team)
|
||||
|
||||
@ -18,7 +18,7 @@ if TYPE_CHECKING:
|
||||
class UISubsystem:
|
||||
"""Consolidated UI functionality for the app.
|
||||
|
||||
Category: App Classes
|
||||
Category: **App Classes**
|
||||
|
||||
To use this class, access the single instance of it at 'ba.app.ui'.
|
||||
"""
|
||||
|
||||
@ -22,112 +22,110 @@ PlayerType = TypeVar('PlayerType', bound='ba.Player')
|
||||
class BombFactory:
|
||||
"""Wraps up media and other resources used by ba.Bombs.
|
||||
|
||||
category: Gameplay Classes
|
||||
Category: **Gameplay Classes**
|
||||
|
||||
A single instance of this is shared between all bombs
|
||||
and can be retrieved via bastd.actor.bomb.get_factory().
|
||||
|
||||
Attributes:
|
||||
|
||||
bomb_model
|
||||
The ba.Model of a standard or ice bomb.
|
||||
|
||||
sticky_bomb_model
|
||||
The ba.Model of a sticky-bomb.
|
||||
|
||||
impact_bomb_model
|
||||
The ba.Model of an impact-bomb.
|
||||
|
||||
land_mine_model
|
||||
The ba.Model of a land-mine.
|
||||
|
||||
tnt_model
|
||||
The ba.Model of a tnt box.
|
||||
|
||||
regular_tex
|
||||
The ba.Texture for regular bombs.
|
||||
|
||||
ice_tex
|
||||
The ba.Texture for ice bombs.
|
||||
|
||||
sticky_tex
|
||||
The ba.Texture for sticky bombs.
|
||||
|
||||
impact_tex
|
||||
The ba.Texture for impact bombs.
|
||||
|
||||
impact_lit_tex
|
||||
The ba.Texture for impact bombs with lights lit.
|
||||
|
||||
land_mine_tex
|
||||
The ba.Texture for land-mines.
|
||||
|
||||
land_mine_lit_tex
|
||||
The ba.Texture for land-mines with the light lit.
|
||||
|
||||
tnt_tex
|
||||
The ba.Texture for tnt boxes.
|
||||
|
||||
hiss_sound
|
||||
The ba.Sound for the hiss sound an ice bomb makes.
|
||||
|
||||
debris_fall_sound
|
||||
The ba.Sound for random falling debris after an explosion.
|
||||
|
||||
wood_debris_fall_sound
|
||||
A ba.Sound for random wood debris falling after an explosion.
|
||||
|
||||
explode_sounds
|
||||
A tuple of ba.Sounds for explosions.
|
||||
|
||||
freeze_sound
|
||||
A ba.Sound of an ice bomb freezing something.
|
||||
|
||||
fuse_sound
|
||||
A ba.Sound of a burning fuse.
|
||||
|
||||
activate_sound
|
||||
A ba.Sound for an activating impact bomb.
|
||||
|
||||
warn_sound
|
||||
A ba.Sound for an impact bomb about to explode due to time-out.
|
||||
|
||||
bomb_material
|
||||
A ba.Material applied to all bombs.
|
||||
|
||||
normal_sound_material
|
||||
A ba.Material that generates standard bomb noises on impacts, etc.
|
||||
|
||||
sticky_material
|
||||
A ba.Material that makes 'splat' sounds and makes collisions softer.
|
||||
|
||||
land_mine_no_explode_material
|
||||
A ba.Material that keeps land-mines from blowing up.
|
||||
Applied to land-mines when they are created to allow land-mines to
|
||||
touch without exploding.
|
||||
|
||||
land_mine_blast_material
|
||||
A ba.Material applied to activated land-mines that causes them to
|
||||
explode on impact.
|
||||
|
||||
impact_blast_material
|
||||
A ba.Material applied to activated impact-bombs that causes them to
|
||||
explode on impact.
|
||||
|
||||
blast_material
|
||||
A ba.Material applied to bomb blast geometry which triggers impact
|
||||
events with what it touches.
|
||||
|
||||
dink_sounds
|
||||
A tuple of ba.Sounds for when bombs hit the ground.
|
||||
|
||||
sticky_impact_sound
|
||||
The ba.Sound for a squish made by a sticky bomb hitting something.
|
||||
|
||||
roll_sound
|
||||
ba.Sound for a rolling bomb.
|
||||
"""
|
||||
|
||||
bomb_model: ba.Model
|
||||
"""The ba.Model of a standard or ice bomb."""
|
||||
|
||||
sticky_bomb_model: ba.Model
|
||||
"""The ba.Model of a sticky-bomb."""
|
||||
|
||||
impact_bomb_model: ba.Model
|
||||
"""The ba.Model of an impact-bomb."""
|
||||
|
||||
land_mine_model: ba.Model
|
||||
"""The ba.Model of a land-mine."""
|
||||
|
||||
tnt_model: ba.Model
|
||||
"""The ba.Model of a tnt box."""
|
||||
|
||||
regular_tex: ba.Texture
|
||||
"""The ba.Texture for regular bombs."""
|
||||
|
||||
ice_tex: ba.Texture
|
||||
"""The ba.Texture for ice bombs."""
|
||||
|
||||
sticky_tex: ba.Texture
|
||||
"""The ba.Texture for sticky bombs."""
|
||||
|
||||
impact_tex: ba.Texture
|
||||
"""The ba.Texture for impact bombs."""
|
||||
|
||||
impact_lit_tex: ba.Texture
|
||||
"""The ba.Texture for impact bombs with lights lit."""
|
||||
|
||||
land_mine_tex: ba.Texture
|
||||
"""The ba.Texture for land-mines."""
|
||||
|
||||
land_mine_lit_tex: ba.Texture
|
||||
"""The ba.Texture for land-mines with the light lit."""
|
||||
|
||||
tnt_tex: ba.Texture
|
||||
"""The ba.Texture for tnt boxes."""
|
||||
|
||||
hiss_sound: ba.Sound
|
||||
"""The ba.Sound for the hiss sound an ice bomb makes."""
|
||||
|
||||
debris_fall_sound: ba.Sound
|
||||
"""The ba.Sound for random falling debris after an explosion."""
|
||||
|
||||
wood_debris_fall_sound: ba.Sound
|
||||
"""A ba.Sound for random wood debris falling after an explosion."""
|
||||
|
||||
explode_sounds: Sequence[ba.Sound]
|
||||
"""A tuple of ba.Sound-s for explosions."""
|
||||
|
||||
freeze_sound: ba.Sound
|
||||
"""A ba.Sound of an ice bomb freezing something."""
|
||||
|
||||
fuse_sound: ba.Sound
|
||||
"""A ba.Sound of a burning fuse."""
|
||||
|
||||
activate_sound: ba.Sound
|
||||
"""A ba.Sound for an activating impact bomb."""
|
||||
|
||||
warn_sound: ba.Sound
|
||||
"""A ba.Sound for an impact bomb about to explode due to time-out."""
|
||||
|
||||
bomb_material: ba.Material
|
||||
"""A ba.Material applied to all bombs."""
|
||||
|
||||
normal_sound_material: ba.Material
|
||||
"""A ba.Material that generates standard bomb noises on impacts, etc."""
|
||||
|
||||
sticky_material: ba.Material
|
||||
"""A ba.Material that makes 'splat' sounds and makes collisions softer."""
|
||||
|
||||
land_mine_no_explode_material: ba.Material
|
||||
"""A ba.Material that keeps land-mines from blowing up.
|
||||
Applied to land-mines when they are created to allow land-mines to
|
||||
touch without exploding."""
|
||||
|
||||
land_mine_blast_material: ba.Material
|
||||
"""A ba.Material applied to activated land-mines that causes them to
|
||||
explode on impact."""
|
||||
|
||||
impact_blast_material: ba.Material
|
||||
"""A ba.Material applied to activated impact-bombs that causes them to
|
||||
explode on impact."""
|
||||
|
||||
blast_material: ba.Material
|
||||
"""A ba.Material applied to bomb blast geometry which triggers impact
|
||||
events with what it touches."""
|
||||
|
||||
dink_sounds: Sequence[ba.Sound]
|
||||
"""A tuple of ba.Sound-s for when bombs hit the ground."""
|
||||
|
||||
sticky_impact_sound: ba.Sound
|
||||
"""The ba.Sound for a squish made by a sticky bomb hitting something."""
|
||||
|
||||
roll_sound: ba.Sound
|
||||
"""ba.Sound for a rolling bomb."""
|
||||
|
||||
_STORENAME = ba.storagename()
|
||||
|
||||
@classmethod
|
||||
|
||||
@ -15,38 +15,36 @@ if TYPE_CHECKING:
|
||||
|
||||
|
||||
class FlagFactory:
|
||||
"""Wraps up media and other resources used by ba.Flags.
|
||||
"""Wraps up media and other resources used by `Flag`s.
|
||||
|
||||
category: Gameplay Classes
|
||||
Category: **Gameplay Classes**
|
||||
|
||||
A single instance of this is shared between all flags
|
||||
and can be retrieved via bastd.actor.flag.get_factory().
|
||||
|
||||
Attributes:
|
||||
|
||||
flagmaterial
|
||||
The ba.Material applied to all ba.Flags.
|
||||
|
||||
impact_sound
|
||||
The ba.Sound used when a ba.Flag hits the ground.
|
||||
|
||||
skid_sound
|
||||
The ba.Sound used when a ba.Flag skids along the ground.
|
||||
|
||||
no_hit_material
|
||||
A ba.Material that prevents contact with most objects;
|
||||
applied to 'non-touchable' flags.
|
||||
|
||||
flag_texture
|
||||
The ba.Texture for flags.
|
||||
and can be retrieved via FlagFactory.get().
|
||||
"""
|
||||
|
||||
flagmaterial: ba.Material
|
||||
"""The ba.Material applied to all `Flag`s."""
|
||||
|
||||
impact_sound: ba.Sound
|
||||
"""The ba.Sound used when a `Flag` hits the ground."""
|
||||
|
||||
skid_sound: ba.Sound
|
||||
"""The ba.Sound used when a `Flag` skids along the ground."""
|
||||
|
||||
no_hit_material: ba.Material
|
||||
"""A ba.Material that prevents contact with most objects;
|
||||
applied to 'non-touchable' flags."""
|
||||
|
||||
flag_texture: ba.Texture
|
||||
"""The ba.Texture for flags."""
|
||||
|
||||
_STORENAME = ba.storagename()
|
||||
|
||||
def __init__(self) -> None:
|
||||
"""Instantiate a FlagFactory.
|
||||
"""Instantiate a `FlagFactory`.
|
||||
|
||||
You shouldn't need to do this; call bastd.actor.flag.get_factory() to
|
||||
You shouldn't need to do this; call FlagFactory.get() to
|
||||
get a shared instance.
|
||||
"""
|
||||
shared = SharedObjects.get()
|
||||
@ -109,7 +107,7 @@ class FlagFactory:
|
||||
|
||||
@classmethod
|
||||
def get(cls) -> FlagFactory:
|
||||
"""Get/create a shared FlagFactory instance."""
|
||||
"""Get/create a shared `FlagFactory` instance."""
|
||||
activity = ba.getactivity()
|
||||
factory = activity.customdata.get(cls._STORENAME)
|
||||
if factory is None:
|
||||
@ -121,58 +119,47 @@ class FlagFactory:
|
||||
|
||||
@dataclass
|
||||
class FlagPickedUpMessage:
|
||||
"""A message saying a ba.Flag has been picked up.
|
||||
"""A message saying a `Flag` has been picked up.
|
||||
|
||||
category: Message Classes
|
||||
Category: **Message Classes**
|
||||
"""
|
||||
|
||||
Attributes:
|
||||
|
||||
flag
|
||||
The ba.Flag that has been picked up.
|
||||
|
||||
node
|
||||
The ba.Node doing the picking up.
|
||||
"""
|
||||
flag: Flag
|
||||
"""The `Flag` that has been picked up."""
|
||||
|
||||
node: ba.Node
|
||||
"""The ba.Node doing the picking up."""
|
||||
|
||||
|
||||
@dataclass
|
||||
class FlagDiedMessage:
|
||||
"""A message saying a ba.Flag has died.
|
||||
"""A message saying a `Flag` has died.
|
||||
|
||||
category: Message Classes
|
||||
|
||||
Attributes:
|
||||
|
||||
flag
|
||||
The ba.Flag that died.
|
||||
Category: **Message Classes**
|
||||
"""
|
||||
|
||||
flag: Flag
|
||||
"""The `Flag` that died."""
|
||||
|
||||
|
||||
@dataclass
|
||||
class FlagDroppedMessage:
|
||||
"""A message saying a ba.Flag has been dropped.
|
||||
"""A message saying a `Flag` has been dropped.
|
||||
|
||||
category: Message Classes
|
||||
|
||||
Attributes:
|
||||
|
||||
flag
|
||||
The ba.Flag that was dropped.
|
||||
|
||||
node
|
||||
The ba.Node that was holding it.
|
||||
Category: **Message Classes**
|
||||
"""
|
||||
|
||||
flag: Flag
|
||||
"""The `Flag` that was dropped."""
|
||||
|
||||
node: ba.Node
|
||||
"""The ba.Node that was holding it."""
|
||||
|
||||
|
||||
class Flag(ba.Actor):
|
||||
"""A flag; used in games such as capture-the-flag or king-of-the-hill.
|
||||
|
||||
category: Gameplay Classes
|
||||
Category: **Gameplay Classes**
|
||||
|
||||
Can be stationary or carry-able by players.
|
||||
"""
|
||||
@ -189,7 +176,7 @@ class Flag(ba.Actor):
|
||||
useful for things like king-of-the-hill where players should
|
||||
not be moving the flag around.
|
||||
|
||||
'materials can be a list of extra ba.Materials to apply to the flag.
|
||||
'materials can be a list of extra `ba.Material`s to apply to the flag.
|
||||
|
||||
If 'dropped_timeout' is provided (in seconds), the flag will die
|
||||
after remaining untouched for that long once it has been moved
|
||||
|
||||
@ -17,31 +17,29 @@ TeamType = TypeVar('TeamType', bound=ba.Team)
|
||||
|
||||
|
||||
class PlayerSpazHurtMessage:
|
||||
"""A message saying a ba.PlayerSpaz was hurt.
|
||||
"""A message saying a PlayerSpaz was hurt.
|
||||
|
||||
category: Message Classes
|
||||
|
||||
Attributes:
|
||||
|
||||
spaz
|
||||
The ba.PlayerSpaz that was hurt
|
||||
Category: **Message Classes**
|
||||
"""
|
||||
|
||||
spaz: PlayerSpaz
|
||||
"""The PlayerSpaz that was hurt"""
|
||||
|
||||
def __init__(self, spaz: PlayerSpaz):
|
||||
"""Instantiate with the given ba.Spaz value."""
|
||||
self.spaz = spaz
|
||||
|
||||
|
||||
class PlayerSpaz(Spaz):
|
||||
"""A ba.Spaz subclass meant to be controlled by a ba.Player.
|
||||
"""A Spaz subclass meant to be controlled by a ba.Player.
|
||||
|
||||
category: Gameplay Classes
|
||||
Category: **Gameplay Classes**
|
||||
|
||||
When a PlayerSpaz dies, it delivers a ba.PlayerDiedMessage
|
||||
to the current ba.Activity. (unless the death was the result of the
|
||||
player leaving the game, in which case no message is sent)
|
||||
|
||||
When a PlayerSpaz is hurt, it delivers a ba.PlayerSpazHurtMessage
|
||||
When a PlayerSpaz is hurt, it delivers a PlayerSpazHurtMessage
|
||||
to the current ba.Activity.
|
||||
"""
|
||||
|
||||
|
||||
@ -23,69 +23,67 @@ class _TouchedMessage:
|
||||
class PowerupBoxFactory:
|
||||
"""A collection of media and other resources used by ba.Powerups.
|
||||
|
||||
category: Gameplay Classes
|
||||
Category: **Gameplay Classes**
|
||||
|
||||
A single instance of this is shared between all powerups
|
||||
and can be retrieved via ba.Powerup.get_factory().
|
||||
|
||||
Attributes:
|
||||
|
||||
model
|
||||
The ba.Model of the powerup box.
|
||||
|
||||
model_simple
|
||||
A simpler ba.Model of the powerup box, for use in shadows, etc.
|
||||
|
||||
tex_bomb
|
||||
Triple-bomb powerup ba.Texture.
|
||||
|
||||
tex_punch
|
||||
Punch powerup ba.Texture.
|
||||
|
||||
tex_ice_bombs
|
||||
Ice bomb powerup ba.Texture.
|
||||
|
||||
tex_sticky_bombs
|
||||
Sticky bomb powerup ba.Texture.
|
||||
|
||||
tex_shield
|
||||
Shield powerup ba.Texture.
|
||||
|
||||
tex_impact_bombs
|
||||
Impact-bomb powerup ba.Texture.
|
||||
|
||||
tex_health
|
||||
Health powerup ba.Texture.
|
||||
|
||||
tex_land_mines
|
||||
Land-mine powerup ba.Texture.
|
||||
|
||||
tex_curse
|
||||
Curse powerup ba.Texture.
|
||||
|
||||
health_powerup_sound
|
||||
ba.Sound played when a health powerup is accepted.
|
||||
|
||||
powerup_sound
|
||||
ba.Sound played when a powerup is accepted.
|
||||
|
||||
powerdown_sound
|
||||
ba.Sound that can be used when powerups wear off.
|
||||
|
||||
powerup_material
|
||||
ba.Material applied to powerup boxes.
|
||||
|
||||
powerup_accept_material
|
||||
Powerups will send a ba.PowerupMessage to anything they touch
|
||||
that has this ba.Material applied.
|
||||
"""
|
||||
|
||||
model: ba.Model
|
||||
"""The ba.Model of the powerup box."""
|
||||
|
||||
model_simple: ba.Model
|
||||
"""A simpler ba.Model of the powerup box, for use in shadows, etc."""
|
||||
|
||||
tex_bomb: ba.Texture
|
||||
"""Triple-bomb powerup ba.Texture."""
|
||||
|
||||
tex_punch: ba.Texture
|
||||
"""Punch powerup ba.Texture."""
|
||||
|
||||
tex_ice_bombs: ba.Texture
|
||||
"""Ice bomb powerup ba.Texture."""
|
||||
|
||||
tex_sticky_bombs: ba.Texture
|
||||
"""Sticky bomb powerup ba.Texture."""
|
||||
|
||||
tex_shield: ba.Texture
|
||||
"""Shield powerup ba.Texture."""
|
||||
|
||||
tex_impact_bombs: ba.Texture
|
||||
"""Impact-bomb powerup ba.Texture."""
|
||||
|
||||
tex_health: ba.Texture
|
||||
"""Health powerup ba.Texture."""
|
||||
|
||||
tex_land_mines: ba.Texture
|
||||
"""Land-mine powerup ba.Texture."""
|
||||
|
||||
tex_curse: ba.Texture
|
||||
"""Curse powerup ba.Texture."""
|
||||
|
||||
health_powerup_sound: ba.Sound
|
||||
"""ba.Sound played when a health powerup is accepted."""
|
||||
|
||||
powerup_sound: ba.Sound
|
||||
"""ba.Sound played when a powerup is accepted."""
|
||||
|
||||
powerdown_sound: ba.Sound
|
||||
"""ba.Sound that can be used when powerups wear off."""
|
||||
|
||||
powerup_material: ba.Material
|
||||
"""ba.Material applied to powerup boxes."""
|
||||
|
||||
powerup_accept_material: ba.Material
|
||||
"""Powerups will send a ba.PowerupMessage to anything they touch
|
||||
that has this ba.Material applied."""
|
||||
|
||||
_STORENAME = ba.storagename()
|
||||
|
||||
def __init__(self) -> None:
|
||||
"""Instantiate a PowerupBoxFactory.
|
||||
|
||||
You shouldn't need to do this; call ba.Powerup.get_factory()
|
||||
You shouldn't need to do this; call Powerup.get_factory()
|
||||
to get a shared instance.
|
||||
"""
|
||||
from ba.internal import get_default_powerup_distribution
|
||||
@ -191,18 +189,16 @@ class PowerupBox(ba.Actor):
|
||||
|
||||
This will deliver a ba.PowerupMessage to anything that touches it
|
||||
which has the ba.PowerupBoxFactory.powerup_accept_material applied.
|
||||
|
||||
Attributes:
|
||||
|
||||
poweruptype
|
||||
The string powerup type. This can be 'triple_bombs', 'punch',
|
||||
'ice_bombs', 'impact_bombs', 'land_mines', 'sticky_bombs', 'shield',
|
||||
'health', or 'curse'.
|
||||
|
||||
node
|
||||
The 'prop' ba.Node representing this box.
|
||||
"""
|
||||
|
||||
poweruptype: str
|
||||
"""The string powerup type. This can be 'triple_bombs', 'punch',
|
||||
'ice_bombs', 'impact_bombs', 'land_mines', 'sticky_bombs', 'shield',
|
||||
'health', or 'curse'."""
|
||||
|
||||
node: ba.Node
|
||||
"""The 'prop' ba.Node representing this box."""
|
||||
|
||||
def __init__(self,
|
||||
position: Sequence[float] = (0.0, 1.0, 0.0),
|
||||
poweruptype: str = 'triple_bombs',
|
||||
|
||||
@ -16,29 +16,27 @@ if TYPE_CHECKING:
|
||||
class Spawner:
|
||||
"""Utility for delayed spawning of objects.
|
||||
|
||||
category: Gameplay Classes
|
||||
Category: **Gameplay Classes**
|
||||
|
||||
Creates a light flash and sends a ba.Spawner.SpawnMessage
|
||||
Creates a light flash and sends a Spawner.SpawnMessage
|
||||
to the current activity after a delay.
|
||||
"""
|
||||
|
||||
class SpawnMessage:
|
||||
"""Spawn message sent by a ba.Spawner after its delay has passed.
|
||||
"""Spawn message sent by a Spawner after its delay has passed.
|
||||
|
||||
category: Message Classes
|
||||
|
||||
Attributes:
|
||||
|
||||
spawner
|
||||
The ba.Spawner we came from.
|
||||
|
||||
data
|
||||
The data object passed by the user.
|
||||
|
||||
pt
|
||||
The spawn position.
|
||||
Category: **Message Classes**
|
||||
"""
|
||||
|
||||
spawner: Spawner
|
||||
"""The ba.Spawner we came from."""
|
||||
|
||||
data: Any
|
||||
"""The data object passed by the user."""
|
||||
|
||||
pt: Sequence[float]
|
||||
"""The spawn position."""
|
||||
|
||||
def __init__(
|
||||
self,
|
||||
spawner: Spawner,
|
||||
|
||||
@ -42,23 +42,21 @@ class Spaz(ba.Actor):
|
||||
"""
|
||||
Base class for various Spazzes.
|
||||
|
||||
category: Gameplay Classes
|
||||
Category: **Gameplay Classes**
|
||||
|
||||
A Spaz is the standard little humanoid character in the game.
|
||||
It can be controlled by a player or by AI, and can have
|
||||
various different appearances. The name 'Spaz' is not to be
|
||||
confused with the 'Spaz' character in the game, which is just
|
||||
one of the skins available for instances of this class.
|
||||
|
||||
Attributes:
|
||||
|
||||
node
|
||||
The 'spaz' ba.Node.
|
||||
"""
|
||||
|
||||
# pylint: disable=too-many-public-methods
|
||||
# pylint: disable=too-many-locals
|
||||
|
||||
node: ba.Node
|
||||
"""The 'spaz' ba.Node."""
|
||||
|
||||
points_mult = 1
|
||||
curse_time: Optional[float] = 5.0
|
||||
default_bomb_count = 1
|
||||
|
||||
@ -27,17 +27,15 @@ PRO_BOT_HIGHLIGHT = (0.6, 0.1, 0.05)
|
||||
class SpazBotPunchedMessage:
|
||||
"""A message saying a ba.SpazBot got punched.
|
||||
|
||||
category: Message Classes
|
||||
|
||||
Attributes:
|
||||
|
||||
spazbot
|
||||
The ba.SpazBot that got punched.
|
||||
|
||||
damage
|
||||
How much damage was done to the ba.SpazBot.
|
||||
Category: **Message Classes**
|
||||
"""
|
||||
|
||||
spazbot: SpazBot
|
||||
"""The ba.SpazBot that got punched."""
|
||||
|
||||
damage: int
|
||||
"""How much damage was done to the SpazBot."""
|
||||
|
||||
def __init__(self, spazbot: SpazBot, damage: int):
|
||||
"""Instantiate a message with the given values."""
|
||||
self.spazbot = spazbot
|
||||
@ -47,20 +45,18 @@ class SpazBotPunchedMessage:
|
||||
class SpazBotDiedMessage:
|
||||
"""A message saying a ba.SpazBot has died.
|
||||
|
||||
category: Message Classes
|
||||
|
||||
Attributes:
|
||||
|
||||
spazbot
|
||||
The ba.SpazBot that was killed.
|
||||
|
||||
killerplayer
|
||||
The ba.Player that killed it (or None).
|
||||
|
||||
how
|
||||
The particular type of death.
|
||||
Category: **Message Classes**
|
||||
"""
|
||||
|
||||
spazbot: SpazBot
|
||||
"""The SpazBot that was killed."""
|
||||
|
||||
killerplayer: Optional[ba.Player]
|
||||
"""The ba.Player that killed it (or None)."""
|
||||
|
||||
how: ba.DeathType
|
||||
"""The particular type of death."""
|
||||
|
||||
def __init__(self, spazbot: SpazBot, killerplayer: Optional[ba.Player],
|
||||
how: ba.DeathType):
|
||||
"""Instantiate with given values."""
|
||||
@ -72,7 +68,7 @@ class SpazBotDiedMessage:
|
||||
class SpazBot(Spaz):
|
||||
"""A really dumb AI version of ba.Spaz.
|
||||
|
||||
category: Bot Classes
|
||||
Category: **Bot Classes**
|
||||
|
||||
Add these to a ba.BotSet to use them.
|
||||
|
||||
|
||||
@ -11,72 +11,70 @@ from bastd.gameutils import SharedObjects
|
||||
import _ba
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any
|
||||
from typing import Any, Sequence
|
||||
|
||||
|
||||
class SpazFactory:
|
||||
"""Wraps up media and other resources used by ba.Spaz instances.
|
||||
|
||||
Category: Gameplay Classes
|
||||
Category: **Gameplay Classes**
|
||||
|
||||
Generally one of these is created per ba.Activity and shared
|
||||
between all spaz instances. Use ba.Spaz.get_factory() to return
|
||||
between all spaz instances. Use ba.Spaz.get_factory() to return
|
||||
the shared factory for the current activity.
|
||||
|
||||
Attributes:
|
||||
|
||||
impact_sounds_medium
|
||||
A tuple of ba.Sounds for when a ba.Spaz hits something kinda hard.
|
||||
|
||||
impact_sounds_hard
|
||||
A tuple of ba.Sounds for when a ba.Spaz hits something really hard.
|
||||
|
||||
impact_sounds_harder
|
||||
A tuple of ba.Sounds for when a ba.Spaz hits something really
|
||||
really hard.
|
||||
|
||||
single_player_death_sound
|
||||
The sound that plays for an 'important' spaz death such as in
|
||||
co-op games.
|
||||
|
||||
punch_sound
|
||||
A standard punch ba.Sound.
|
||||
|
||||
punch_sound_strong
|
||||
A tuple of stronger sounding punch ba.Sounds.
|
||||
|
||||
punch_sound_stronger
|
||||
A really really strong sounding punch ba.Sound.
|
||||
|
||||
swish_sound
|
||||
A punch swish ba.Sound.
|
||||
|
||||
block_sound
|
||||
A ba.Sound for when an attack is blocked by invincibility.
|
||||
|
||||
shatter_sound
|
||||
A ba.Sound for when a frozen ba.Spaz shatters.
|
||||
|
||||
splatter_sound
|
||||
A ba.Sound for when a ba.Spaz blows up via curse.
|
||||
|
||||
spaz_material
|
||||
A ba.Material applied to all of parts of a ba.Spaz.
|
||||
|
||||
roller_material
|
||||
A ba.Material applied to the invisible roller ball body that
|
||||
a ba.Spaz uses for locomotion.
|
||||
|
||||
punch_material
|
||||
A ba.Material applied to the 'fist' of a ba.Spaz.
|
||||
|
||||
pickup_material
|
||||
A ba.Material applied to the 'grabber' body of a ba.Spaz.
|
||||
|
||||
curse_material
|
||||
A ba.Material applied to a cursed ba.Spaz that triggers an explosion.
|
||||
"""
|
||||
|
||||
impact_sounds_medium: Sequence[ba.Sound]
|
||||
"""A tuple of ba.Sound-s for when a ba.Spaz hits something kinda hard."""
|
||||
|
||||
impact_sounds_hard: Sequence[ba.Sound]
|
||||
"""A tuple of ba.Sound-s for when a ba.Spaz hits something really hard."""
|
||||
|
||||
impact_sounds_harder: Sequence[ba.Sound]
|
||||
"""A tuple of ba.Sound-s for when a ba.Spaz hits something really
|
||||
really hard."""
|
||||
|
||||
single_player_death_sound: ba.Sound
|
||||
"""The sound that plays for an 'important' spaz death such as in
|
||||
co-op games."""
|
||||
|
||||
punch_sound: ba.Sound
|
||||
"""A standard punch ba.Sound."""
|
||||
|
||||
punch_sound_strong: Sequence[ba.Sound]
|
||||
"""A tuple of stronger sounding punch ba.Sounds."""
|
||||
|
||||
punch_sound_stronger: ba.Sound
|
||||
"""A really really strong sounding punch ba.Sound."""
|
||||
|
||||
swish_sound: ba.Sound
|
||||
"""A punch swish ba.Sound."""
|
||||
|
||||
block_sound: ba.Sound
|
||||
"""A ba.Sound for when an attack is blocked by invincibility."""
|
||||
|
||||
shatter_sound: ba.Sound
|
||||
"""A ba.Sound for when a frozen ba.Spaz shatters."""
|
||||
|
||||
splatter_sound: ba.Sound
|
||||
"""A ba.Sound for when a ba.Spaz blows up via curse."""
|
||||
|
||||
spaz_material: ba.Material
|
||||
"""A ba.Material applied to all of parts of a ba.Spaz."""
|
||||
|
||||
roller_material: ba.Material
|
||||
"""A ba.Material applied to the invisible roller ball body that
|
||||
a ba.Spaz uses for locomotion."""
|
||||
|
||||
punch_material: ba.Material
|
||||
"""A ba.Material applied to the 'fist' of a ba.Spaz."""
|
||||
|
||||
pickup_material: ba.Material
|
||||
"""A ba.Material applied to the 'grabber' body of a ba.Spaz."""
|
||||
|
||||
curse_material: ba.Material
|
||||
"""A ba.Material applied to a cursed ba.Spaz that triggers an explosion."""
|
||||
|
||||
_STORENAME = ba.storagename()
|
||||
|
||||
def _preload(self, character: str) -> None:
|
||||
|
||||
@ -17,13 +17,11 @@ class ConfigCheckBox:
|
||||
|
||||
It will automatically save and apply the config when its
|
||||
value changes.
|
||||
|
||||
Attributes:
|
||||
|
||||
widget
|
||||
The underlying ba.Widget instance.
|
||||
"""
|
||||
|
||||
widget: ba.Widget
|
||||
"""The underlying ba.Widget instance."""
|
||||
|
||||
def __init__(self,
|
||||
parent: ba.Widget,
|
||||
configkey: str,
|
||||
@ -65,22 +63,20 @@ class ConfigNumberEdit:
|
||||
|
||||
It will automatically save and apply the config when its
|
||||
value changes.
|
||||
|
||||
Attributes:
|
||||
|
||||
nametext
|
||||
The text widget displaying the name.
|
||||
|
||||
valuetext
|
||||
The text widget displaying the current value.
|
||||
|
||||
minusbutton
|
||||
The button widget used to reduce the value.
|
||||
|
||||
plusbutton
|
||||
The button widget used to increase the value.
|
||||
"""
|
||||
|
||||
nametext: ba.Widget
|
||||
"""The text widget displaying the name."""
|
||||
|
||||
valuetext: ba.Widget
|
||||
"""The text widget displaying the current value."""
|
||||
|
||||
minusbutton: ba.Widget
|
||||
"""The button widget used to reduce the value."""
|
||||
|
||||
plusbutton: ba.Widget
|
||||
"""The button widget used to increase the value."""
|
||||
|
||||
def __init__(self,
|
||||
parent: ba.Widget,
|
||||
configkey: str,
|
||||
|
||||
@ -15,7 +15,9 @@ if TYPE_CHECKING:
|
||||
|
||||
|
||||
class PopupWindow:
|
||||
"""A transient window that positions and scales itself for visibility."""
|
||||
"""A transient window that positions and scales itself for visibility.
|
||||
|
||||
Category: UI Classes"""
|
||||
|
||||
def __init__(self,
|
||||
position: tuple[float, float],
|
||||
|
||||
3
assets/src/pdoc/templates/custom.css
Normal file
3
assets/src/pdoc/templates/custom.css
Normal file
@ -0,0 +1,3 @@
|
||||
.pdoc .docstring {
|
||||
margin-left: 2rem;
|
||||
}
|
||||
39
assets/src/pdoc/templates/index.html.jinja2
Normal file
39
assets/src/pdoc/templates/index.html.jinja2
Normal file
@ -0,0 +1,39 @@
|
||||
{% extends "default/index.html.jinja2" %}
|
||||
|
||||
{% block content %}
|
||||
<header class="pdoc">
|
||||
{% block logo %}
|
||||
<a href="https://ballistica.net">
|
||||
<img src="https://files.ballistica.net/ballistica_media/ballistica_logo_half.png"
|
||||
alt="project logo"/>
|
||||
</a>
|
||||
{% endblock %}
|
||||
{% if search %}
|
||||
<input type="search"
|
||||
placeholder="Search Python API Documentation..."
|
||||
aria-label="search box">
|
||||
{% endif %}
|
||||
</header>
|
||||
<main class="pdoc">
|
||||
<h1>Welcome to Ballistica Documentations!</h1>
|
||||
<i>Last updated for Ballistica {{ ba_version }}
|
||||
(build {{ ba_build }})</i>
|
||||
<hr/>
|
||||
<p>
|
||||
Here you can find information about Python classes/functions
|
||||
used by Ballistica.
|
||||
Fell free to create an
|
||||
<a href="https://github.com/efroemling/ballistica/issues/">
|
||||
issue</a>
|
||||
or send a
|
||||
<a href="https://github.com/efroemling/ballistica/pulls/">PR</a>
|
||||
if something in this docs feels incorrect or can be improved.
|
||||
Note that <code>bastd</code>'s docs may look a little terrible
|
||||
right
|
||||
now, hope that's temporary. :)
|
||||
</p>
|
||||
</main>
|
||||
{% if search %}
|
||||
{% include "search.html.jinja2" %}
|
||||
{% endif %}
|
||||
{% endblock %}
|
||||
9
assets/src/pdoc/templates/module.html.jinja2
Normal file
9
assets/src/pdoc/templates/module.html.jinja2
Normal file
@ -0,0 +1,9 @@
|
||||
{% extends "default/module.html.jinja2" %}
|
||||
|
||||
{% macro is_public(doc) %}
|
||||
{% if "(internal)" in doc.docstring %}
|
||||
{# Returning no text is interpreted as false #}
|
||||
{% else %}
|
||||
{{ default_is_public(doc) }}
|
||||
{% endif %}
|
||||
{% endmacro %}
|
||||
@ -34,6 +34,7 @@
|
||||
"ansiwrap",
|
||||
"filelock",
|
||||
"Cocoa",
|
||||
"pdoc",
|
||||
"certifi"
|
||||
],
|
||||
"python_paths": [
|
||||
|
||||
@ -37,4 +37,5 @@ ignore_missing_imports = True
|
||||
[mypy-efrotools.pylintplugins]
|
||||
disallow_any_unimported = False
|
||||
|
||||
|
||||
[mypy-pdoc]
|
||||
ignore_missing_imports = True
|
||||
|
||||
@ -25,7 +25,7 @@ void PythonClassCollideModel::SetupType(PyTypeObject* obj) {
|
||||
obj->tp_doc =
|
||||
"A reference to a collide-model.\n"
|
||||
"\n"
|
||||
"Category: Asset Classes\n"
|
||||
"Category: **Asset Classes**\n"
|
||||
"\n"
|
||||
"Use ba.getcollidemodel() to instantiate one.";
|
||||
obj->tp_repr = (reprfunc)tp_repr;
|
||||
|
||||
@ -19,7 +19,7 @@ void PythonClassContext::SetupType(PyTypeObject* obj) {
|
||||
"\n"
|
||||
"A game context state.\n"
|
||||
"\n"
|
||||
"Category: General Utility Classes\n"
|
||||
"Category: **General Utility Classes**\n"
|
||||
"\n"
|
||||
"Many operations such as ba.newnode() or ba.gettexture() operate\n"
|
||||
"implicitly on the current context. Each ba.Activity has its own\n"
|
||||
@ -30,42 +30,43 @@ void PythonClassContext::SetupType(PyTypeObject* obj) {
|
||||
"since timers and other callbacks will take care of saving and\n"
|
||||
"restoring the context automatically, but there may be rare cases where\n"
|
||||
"you need to deal with them, such as when loading media in for use in\n"
|
||||
"the UI (there is a special 'ui' context for all user-interface-related\n"
|
||||
"functionality)\n"
|
||||
"the UI (there is a special `'ui'` context for all\n"
|
||||
"user-interface-related 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"
|
||||
" 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"
|
||||
"###### `'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"
|
||||
" Sets the context object to the current context.\n"
|
||||
"###### `'current'`\n"
|
||||
"> Sets the context object to the current context.\n"
|
||||
"\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"
|
||||
"###### `'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"
|
||||
"A ba.Activity instance:\n"
|
||||
" Gives the context for the provided ba.Activity.\n"
|
||||
"###### A ba.Activity instance\n"
|
||||
"> Gives the context for the provided ba.Activity.\n"
|
||||
" Most all code run during a game happens in an Activity's Context.\n"
|
||||
"\n"
|
||||
"A ba.Session instance:\n"
|
||||
" Gives the context for the provided ba.Session.\n"
|
||||
" Generally a user should not need to run anything here.\n"
|
||||
"###### A ba.Session instance\n"
|
||||
"> Gives the context for the provided ba.Session.\n"
|
||||
"Generally a user should not need to run anything here.\n"
|
||||
"\n"
|
||||
"\n"
|
||||
"Usage:\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"
|
||||
"# 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"
|
||||
">>> with ba.Context('ui'):\n"
|
||||
"... tex1 = ba.gettexture('foo_tex_1')\n"
|
||||
"... tex2 = ba.gettexture('foo_tex_2')\n";
|
||||
|
||||
obj->tp_new = tp_new;
|
||||
obj->tp_dealloc = (destructor)tp_dealloc;
|
||||
|
||||
@ -16,7 +16,7 @@ void PythonClassContextCall::SetupType(PyTypeObject* obj) {
|
||||
"\n"
|
||||
"A context-preserving callable.\n"
|
||||
"\n"
|
||||
"Category: General Utility Classes\n"
|
||||
"Category: **General Utility Classes**\n"
|
||||
"\n"
|
||||
"A ContextCall wraps a callable object along with a reference\n"
|
||||
"to the current context (see ba.Context); it handles restoring the\n"
|
||||
@ -38,17 +38,20 @@ 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"
|
||||
"\n"
|
||||
">>> start_long_action(\n"
|
||||
"... callback_when_done=ba.ContextCall(self.mycallback))\n";
|
||||
|
||||
obj->tp_new = tp_new;
|
||||
obj->tp_dealloc = (destructor)tp_dealloc;
|
||||
|
||||
@ -24,7 +24,7 @@ void PythonClassData::SetupType(PyTypeObject* obj) {
|
||||
obj->tp_doc =
|
||||
"A reference to a data object.\n"
|
||||
"\n"
|
||||
"Category: Asset Classes\n"
|
||||
"Category: **Asset Classes**\n"
|
||||
"\n"
|
||||
"Use ba.getdata() to instantiate one.";
|
||||
obj->tp_repr = (reprfunc)tp_repr;
|
||||
|
||||
@ -19,45 +19,45 @@ void PythonClassInputDevice::SetupType(PyTypeObject* obj) {
|
||||
obj->tp_doc =
|
||||
"An input-device such as a gamepad, touchscreen, or keyboard.\n"
|
||||
"\n"
|
||||
"Category: Gameplay Classes\n"
|
||||
"Category: **Gameplay Classes**\n"
|
||||
"\n"
|
||||
"Attributes:\n"
|
||||
"\n"
|
||||
" allows_configuring: bool\n"
|
||||
" allows_configuring (bool):\n"
|
||||
" Whether the input-device can be configured.\n"
|
||||
"\n"
|
||||
" has_meaningful_button_names: bool\n"
|
||||
" has_meaningful_button_names (bool):\n"
|
||||
" Whether button names returned by this instance match labels\n"
|
||||
" on the actual device. (Can be used to determine whether to show\n"
|
||||
" them in controls-overlays, etc.)\n"
|
||||
" them in controls-overlays, etc.).\n"
|
||||
"\n"
|
||||
" player: Optional[ba.SessionPlayer]\n"
|
||||
" player (Optional[ba.SessionPlayer]):\n"
|
||||
" The player associated with this input device.\n"
|
||||
"\n"
|
||||
" client_id: int\n"
|
||||
" client_id (int):\n"
|
||||
" The numeric client-id this device is associated with.\n"
|
||||
" This is only meaningful for remote client inputs; for\n"
|
||||
" all local devices this will be -1.\n"
|
||||
"\n"
|
||||
" name: str\n"
|
||||
" name (str):\n"
|
||||
" The name of the device.\n"
|
||||
"\n"
|
||||
" unique_identifier: str\n"
|
||||
" unique_identifier (str):\n"
|
||||
" A string that can be used to persistently identify the device,\n"
|
||||
" even among other devices of the same type. Used for saving\n"
|
||||
" prefs, etc.\n"
|
||||
"\n"
|
||||
" id: int\n"
|
||||
" id (int):\n"
|
||||
" The unique numeric id of this device.\n"
|
||||
"\n"
|
||||
" instance_number: int\n"
|
||||
" instance_number (int):\n"
|
||||
" The number of this device among devices of the same type.\n"
|
||||
"\n"
|
||||
" is_controller_app: bool\n"
|
||||
" is_controller_app (bool):\n"
|
||||
" Whether this input-device represents a locally-connected\n"
|
||||
" controller-app.\n"
|
||||
"\n"
|
||||
" is_remote_client: bool\n"
|
||||
" is_remote_client (bool):\n"
|
||||
" Whether this input-device represents a remotely-connected\n"
|
||||
" client.\n"
|
||||
"\n";
|
||||
@ -417,7 +417,8 @@ PyMethodDef PythonClassInputDevice::tp_methods[] = {
|
||||
{"exists", (PyCFunction)Exists, METH_NOARGS,
|
||||
"exists() -> bool\n"
|
||||
"\n"
|
||||
"Return whether the underlying device for this object is still present."},
|
||||
"Return whether the underlying device for this object is\n"
|
||||
"still present.\n"},
|
||||
{"get_button_name", (PyCFunction)GetButtonName,
|
||||
METH_VARARGS | METH_KEYWORDS, // NOLINT (signed bitwise ops)
|
||||
"get_button_name(button_id: int) -> ba.Lstr\n"
|
||||
|
||||
@ -51,25 +51,25 @@ void PythonClassMaterial::SetupType(PyTypeObject* obj) {
|
||||
"\n"
|
||||
"An entity applied to game objects to modify collision behavior.\n"
|
||||
"\n"
|
||||
"Category: Gameplay Classes\n"
|
||||
"Category: **Gameplay Classes**\n"
|
||||
"\n"
|
||||
"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"
|
||||
"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"
|
||||
"various parts it creates.\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\n"
|
||||
"to the 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"
|
||||
" " ATTR_LABEL ": str\n"
|
||||
" " ATTR_LABEL " (str):\n"
|
||||
" A label for the material; only used for debugging.\n";
|
||||
// clang-format on
|
||||
|
||||
@ -280,135 +280,149 @@ PyMethodDef PythonClassMaterial::tp_methods[] = {
|
||||
"\n"
|
||||
"Add one or more actions to the material, optionally with conditions.\n"
|
||||
"\n"
|
||||
"Conditions:\n"
|
||||
"##### Conditions\n"
|
||||
"Conditions are provided as tuples which can be combined\n"
|
||||
"to form boolean logic. A single condition might look like\n"
|
||||
"`('condition_name', cond_arg)`, or a more complex nested one\n"
|
||||
"might look like `(('some_condition', cond_arg), 'or',\n"
|
||||
"('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"
|
||||
"`'and'`, `'or'`, and `'xor'` are available to chain\n"
|
||||
"together 2 conditions, as seen above.\n"
|
||||
"\n"
|
||||
"'and', 'or', and 'xor' are available to chain together 2 conditions, as\n"
|
||||
" seen above.\n"
|
||||
"##### Available Conditions\n"
|
||||
"###### `('they_have_material', material)`\n"
|
||||
"> Does the part we\'re hitting have a given ba.Material?\n"
|
||||
"\n"
|
||||
"Available Conditions:\n"
|
||||
"###### `('they_dont_have_material', material)`\n"
|
||||
"> Does the part we\'re hitting not have a given ba.Material?\n"
|
||||
"\n"
|
||||
"('they_have_material', material) - does the part we\'re hitting have a\n"
|
||||
" given ba.Material?\n"
|
||||
"###### `('eval_colliding')`\n"
|
||||
"> Is `'collide'` true at this point\n"
|
||||
"in material evaluation? (see the `modify_part_collision` action)\n"
|
||||
"\n"
|
||||
"('they_dont_have_material', material) - does the part we\'re hitting\n"
|
||||
" not have a given ba.Material?\n"
|
||||
"###### `('eval_not_colliding')`\n"
|
||||
"> Is 'collide' false at this point\n"
|
||||
"in material 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"
|
||||
"###### `('we_are_younger_than', age)`\n"
|
||||
"> Is our part younger than `age` (in milliseconds)?\n"
|
||||
"\n"
|
||||
"('eval_not_colliding') - is 'collide' false at this point in material\n"
|
||||
" evaluation? (see the modify_part_collision action)\n"
|
||||
"###### `('we_are_older_than', age)`\n"
|
||||
"> Is our part older than `age` (in milliseconds)?\n"
|
||||
"\n"
|
||||
"('we_are_younger_than', age) - is our part younger than 'age'\n"
|
||||
" (in milliseconds)?\n"
|
||||
"###### `('they_are_younger_than', age)`\n"
|
||||
"> Is the part we're hitting younger than `age` (in milliseconds)?\n"
|
||||
"\n"
|
||||
"('we_are_older_than', age) - is our part older than 'age'\n"
|
||||
" (in milliseconds)?\n"
|
||||
"###### `('they_are_older_than', age)`\n"
|
||||
"> Is the part we're hitting older than `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_same_node_as_us')`\n"
|
||||
"> Does the part we're hitting belong to the same ba.Node as us?\n"
|
||||
"\n"
|
||||
"('they_are_older_than', age) - is the part we're hitting older than\n"
|
||||
" 'age' (in milliseconds)?\n"
|
||||
"###### `('they_are_different_node_than_us')`\n"
|
||||
"> Does the part we're hitting belong to a different ba.Node than 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"
|
||||
"##### Actions\n"
|
||||
"In a similar manner, actions are specified as tuples.\n"
|
||||
"Multiple actions can be specified by providing a tuple\n"
|
||||
"of tuples.\n"
|
||||
"\n"
|
||||
"('they_are_different_node_than_us') - does the part we're hitting\n"
|
||||
" belong to a different ba.Node than us?\n"
|
||||
"##### Available Actions\n"
|
||||
"###### `('call', when, callable)`\n"
|
||||
"> Calls the provided callable;\n"
|
||||
"`when` can be either `'at_connect'` or `'at_disconnect'`.\n"
|
||||
"`'at_connect'` means to fire\n"
|
||||
"when the two parts first come in contact; `'at_disconnect'`\n"
|
||||
"means to fire once they cease being in contact.\n"
|
||||
"\n"
|
||||
"Actions:\n"
|
||||
"###### `('message', who, when, message_obj)`\n"
|
||||
"> Sends a message object;\n"
|
||||
"`who` can be either `'our_node'` or `'their_node'`, `when` can be\n"
|
||||
"`'at_connect'` or `'at_disconnect'`, and `message_obj` is the message\n"
|
||||
"object to send.\n"
|
||||
"This has the same effect as calling the node's\n"
|
||||
"ba.Node.handlemessage() method.\n"
|
||||
"\n"
|
||||
"In a similar manner, actions are specified as tuples. Multiple actions\n"
|
||||
"can be specified by providing a tuple of tuples.\n"
|
||||
"###### `('modify_part_collision', attr, value)`\n"
|
||||
"> Changes some\n"
|
||||
"characteristic of the physical collision that will occur between\n"
|
||||
"our part and their part. This change will remain in effect as\n"
|
||||
"long as the two parts remain overlapping. This means if you have a\n"
|
||||
"part with a material that turns `'collide'` off against parts\n"
|
||||
"younger than 100ms, and it touches another part that is 50ms old,\n"
|
||||
"it will continue to not collide with that part until they separate,\n"
|
||||
"even if the 100ms threshold is passed. Options for attr/value are:\n"
|
||||
"`'physical'` (boolean value; whether a *physical* response will\n"
|
||||
"occur at all), `'friction'` (float value; how friction-y the\n"
|
||||
"physical response will be), `'collide'` (boolean value;\n"
|
||||
"whether *any* collision will occur at all, including non-physical\n"
|
||||
"stuff like callbacks), `'use_node_collide'`\n"
|
||||
"(boolean value; whether to honor modify_node_collision\n"
|
||||
"overrides for this collision), `'stiffness'` (float value,\n"
|
||||
"how springy the physical response is), `'damping'` (float\n"
|
||||
"value, how damped the physical response is), `'bounce'` (float\n"
|
||||
"value; how bouncy the physical response is).\n"
|
||||
"\n"
|
||||
"Available Actions:\n"
|
||||
"###### `('modify_node_collision', attr, value)`\n"
|
||||
"> 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\n"
|
||||
"parts that were overlapping would avoid contact, but other parts\n"
|
||||
"could still 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"
|
||||
"('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"
|
||||
"###### `('sound', sound, volume)`\n"
|
||||
"> Plays a ba.Sound when a collision\n"
|
||||
"occurs, at a given volume, regardless of the collision speed/etc.\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"
|
||||
"###### `('impact_sound', sound, targetImpulse, volume)`\n"
|
||||
"> Plays a sound\n"
|
||||
"when a collision occurs, based on the speed of impact.\n"
|
||||
"Provide a ba.Sound, a target-impulse, and a volume.\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"
|
||||
"###### `('skid_sound', sound, targetImpulse, volume)`\n"
|
||||
"> Plays a sound\n"
|
||||
"during a collision when parts are 'scraping' against each other.\n"
|
||||
"Provide a ba.Sound, a target-impulse, and a volume.\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"
|
||||
"###### `('roll_sound', sound, targetImpulse, volume)`\n"
|
||||
"> Plays a sound\n"
|
||||
"during a collision when parts are 'rolling' against each other.\n"
|
||||
"Provide a ba.Sound, a target-impulse, and a volume.\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"
|
||||
"##### 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"
|
||||
">>> 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"
|
||||
"('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"
|
||||
"**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"
|
||||
">>> 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"
|
||||
"('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"
|
||||
"('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"
|
||||
"# 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"
|
||||
"\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"
|
||||
"\n"},
|
||||
"**Example 3:** play some sounds when we're contacting the ground:\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"},
|
||||
{"__dir__", (PyCFunction)Dir, METH_NOARGS,
|
||||
"allows inclusion of our custom attrs in standard python dir()"},
|
||||
|
||||
|
||||
@ -24,7 +24,7 @@ void PythonClassModel::SetupType(PyTypeObject* obj) {
|
||||
obj->tp_doc =
|
||||
"A reference to a model.\n"
|
||||
"\n"
|
||||
"Category: Asset Classes\n"
|
||||
"Category: **Asset Classes**\n"
|
||||
"\n"
|
||||
"Models are used for drawing.\n"
|
||||
"Use ba.getmodel() to instantiate one.";
|
||||
|
||||
@ -25,7 +25,7 @@ void PythonClassNode::SetupType(PyTypeObject* obj) {
|
||||
obj->tp_doc =
|
||||
"Reference to a Node; the low level building block of the game.\n"
|
||||
"\n"
|
||||
"Category: Gameplay Classes\n"
|
||||
"Category: **Gameplay Classes**\n"
|
||||
"\n"
|
||||
"At its core, a game is nothing more than a scene of Nodes\n"
|
||||
"with attributes getting interconnected or set over time.\n"
|
||||
@ -38,7 +38,7 @@ void PythonClassNode::SetupType(PyTypeObject* obj) {
|
||||
"ba.Node.exists() can be used to determine if a Node still points to\n"
|
||||
"a live node in the game.\n"
|
||||
"\n"
|
||||
"You can use ba.Node(None) to instantiate an invalid\n"
|
||||
"You can use `ba.Node(None)` to instantiate an invalid\n"
|
||||
"Node reference (sometimes used as attr values/etc).";
|
||||
obj->tp_new = tp_new;
|
||||
obj->tp_dealloc = (destructor)tp_dealloc;
|
||||
@ -404,7 +404,8 @@ PyMethodDef PythonClassNode::tp_methods[] = {
|
||||
{"getdelegate", (PyCFunction)GetDelegate, METH_VARARGS | METH_KEYWORDS,
|
||||
"getdelegate(type: type, doraise: bool = False) -> <varies>\n"
|
||||
"\n"
|
||||
"Return the node's current delegate object if it matches a certain type.\n"
|
||||
"Return the node's current delegate object if it matches\n"
|
||||
"a certain type.\n"
|
||||
"\n"
|
||||
"If the node has no delegate or it is not an instance of the passed\n"
|
||||
"type, then None will be returned. If 'doraise' is True, then an\n"
|
||||
@ -412,7 +413,7 @@ PyMethodDef PythonClassNode::tp_methods[] = {
|
||||
{"delete", (PyCFunction)Delete, METH_VARARGS | METH_KEYWORDS,
|
||||
"delete(ignore_missing: bool = True) -> None\n"
|
||||
"\n"
|
||||
"Delete the node. Ignores already-deleted nodes if ignore_missing\n"
|
||||
"Delete the node. Ignores already-deleted nodes if `ignore_missing`\n"
|
||||
"is True; otherwise a ba.NodeNotFoundError is thrown."},
|
||||
{"handlemessage", (PyCFunction)HandleMessage, METH_VARARGS,
|
||||
"handlemessage(*args: Any) -> None\n"
|
||||
@ -422,7 +423,7 @@ PyMethodDef PythonClassNode::tp_methods[] = {
|
||||
"All standard message objects are forwarded along to the ba.Node's\n"
|
||||
"delegate for handling (generally the ba.Actor that made the node).\n"
|
||||
"\n"
|
||||
"ba.Nodes are unique, however, in that they can be passed a second\n"
|
||||
"ba.Node-s are unique, however, in that they can be passed a second\n"
|
||||
"form of message; 'node-messages'. These consist of a string type-name\n"
|
||||
"as a first argument along with the args specific to that type name\n"
|
||||
"as additional arguments.\n"
|
||||
@ -437,17 +438,18 @@ PyMethodDef PythonClassNode::tp_methods[] = {
|
||||
{"connectattr", (PyCFunction)ConnectAttr, METH_VARARGS,
|
||||
"connectattr(srcattr: str, dstnode: Node, dstattr: str) -> None\n"
|
||||
"\n"
|
||||
"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"
|
||||
"target attribute to any value or connecting another node attribute\n"
|
||||
"to it.\n"
|
||||
"Connect one of this node's attributes to an attribute on another\n"
|
||||
"node. This will immediately set the target attribute's value to that\n"
|
||||
"of the source attribute, and will continue to do so once per step\n"
|
||||
"as long as the two nodes exist. The connection can be severed by\n"
|
||||
"setting the target attribute to any value or connecting another\n"
|
||||
"node attribute 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"
|
||||
">>> light = ba.newnode('light')\n"
|
||||
"... loc = ba.newnode('locator', attrs={'position': (0, 10, 0)})\n"
|
||||
"... loc.connectattr('position', light, 'position')\n"},
|
||||
{"__dir__", (PyCFunction)Dir, METH_NOARGS,
|
||||
"allows inclusion of our custom attrs in standard python dir()"},
|
||||
{nullptr}};
|
||||
|
||||
@ -46,11 +46,11 @@ void PythonClassSessionPlayer::SetupType(PyTypeObject* obj) {
|
||||
obj->tp_doc =
|
||||
"A reference to a player in the ba.Session.\n"
|
||||
"\n"
|
||||
"Category: Gameplay Classes\n"
|
||||
"Category: **Gameplay Classes**\n"
|
||||
"\n"
|
||||
"These are created and managed internally and\n"
|
||||
"provided to your Session/Activity instances.\n"
|
||||
"Be aware that, like ba.Nodes, ba.SessionPlayer objects are 'weak'\n"
|
||||
"provided to your ba.Session/ba.Activity instances.\n"
|
||||
"Be aware that, like `ba.Node`s, ba.SessionPlayer objects are 'weak'\n"
|
||||
"references under-the-hood; a player can leave the game at\n"
|
||||
" any point. For this reason, you should make judicious use of the\n"
|
||||
"ba.SessionPlayer.exists() method (or boolean operator) to ensure\n"
|
||||
@ -58,40 +58,39 @@ void PythonClassSessionPlayer::SetupType(PyTypeObject* obj) {
|
||||
"for any length of time.\n"
|
||||
"\n"
|
||||
"Attributes:\n"
|
||||
"\n"
|
||||
" " ATTR_ID ": int\n"
|
||||
" " ATTR_ID " (int):\n"
|
||||
" The unique numeric ID of the Player.\n"
|
||||
"\n"
|
||||
" Note that you can also use the boolean operator for this same\n"
|
||||
" functionality, so a statement such as \"if player\" will do\n"
|
||||
" the right thing both for Player objects and values of None.\n"
|
||||
"\n"
|
||||
" " ATTR_IN_GAME ": bool\n"
|
||||
" " ATTR_IN_GAME " (bool):\n"
|
||||
" This bool value will be True once the Player has completed\n"
|
||||
" any lobby character/team selection.\n"
|
||||
"\n"
|
||||
" " ATTR_SESSIONTEAM ": ba.SessionTeam\n"
|
||||
" " ATTR_SESSIONTEAM " (ba.SessionTeam):\n"
|
||||
" The ba.SessionTeam this Player is on. If the SessionPlayer\n"
|
||||
" is still in its lobby selecting a team/etc. then a\n"
|
||||
" ba.SessionTeamNotFoundError will be raised.\n"
|
||||
"\n"
|
||||
" " ATTR_INPUT_DEVICE ": ba.InputDevice\n"
|
||||
" " ATTR_INPUT_DEVICE " (ba.InputDevice):\n"
|
||||
" The input device associated with the player.\n"
|
||||
"\n"
|
||||
" " ATTR_COLOR ": Sequence[float]\n"
|
||||
" " ATTR_COLOR " (Sequence[float]):\n"
|
||||
" The base color for this Player.\n"
|
||||
" In team games this will match the ba.SessionTeam's color.\n"
|
||||
"\n"
|
||||
" " ATTR_HIGHLIGHT ": Sequence[float]\n"
|
||||
" " ATTR_HIGHLIGHT " (Sequence[float]):\n"
|
||||
" A secondary color for this player.\n"
|
||||
" This is used for minor highlights and accents\n"
|
||||
" to allow a player to stand apart from his teammates\n"
|
||||
" who may all share the same team (primary) color.\n"
|
||||
"\n"
|
||||
" " ATTR_CHARACTER ": str\n"
|
||||
" " ATTR_CHARACTER " (str):\n"
|
||||
" The character this player has selected in their profile.\n"
|
||||
"\n"
|
||||
" " ATTR_ACTIVITYPLAYER ": Optional[ba.Player]\n"
|
||||
" " ATTR_ACTIVITYPLAYER " (Optional[ba.Player]):\n"
|
||||
" The current game-specific instance for this player.\n";
|
||||
|
||||
// clang-format on
|
||||
@ -734,7 +733,8 @@ PyMethodDef PythonClassSessionPlayer::tp_methods[] = {
|
||||
{"get_icon", (PyCFunction)GetIcon, METH_NOARGS,
|
||||
"get_icon() -> dict[str, Any]\n"
|
||||
"\n"
|
||||
"Returns the character's icon (images, colors, etc contained in a dict)"},
|
||||
"Returns the character's icon (images, colors, etc contained\n"
|
||||
"in a dict."},
|
||||
{"get_icon_info", (PyCFunction)GetIconInfo, METH_NOARGS,
|
||||
"get_icon_info() -> dict[str, Any]\n"
|
||||
"\n"
|
||||
|
||||
@ -24,7 +24,7 @@ void PythonClassSound::SetupType(PyTypeObject* obj) {
|
||||
obj->tp_doc =
|
||||
"A reference to a sound.\n"
|
||||
"\n"
|
||||
"Category: Asset Classes\n"
|
||||
"Category: **Asset Classes**\n"
|
||||
"\n"
|
||||
"Use ba.getsound() to instantiate one.";
|
||||
obj->tp_repr = (reprfunc)tp_repr;
|
||||
|
||||
@ -24,7 +24,7 @@ void PythonClassTexture::SetupType(PyTypeObject* obj) {
|
||||
obj->tp_doc =
|
||||
"A reference to a texture.\n"
|
||||
"\n"
|
||||
"Category: Asset Classes\n"
|
||||
"Category: **Asset Classes**\n"
|
||||
"\n"
|
||||
"Use ba.gettexture() to instantiate one.";
|
||||
obj->tp_repr = (reprfunc)tp_repr;
|
||||
|
||||
@ -19,7 +19,7 @@ void PythonClassTimer::SetupType(PyTypeObject* obj) {
|
||||
"\n"
|
||||
"Timers are used to run code at later points in time.\n"
|
||||
"\n"
|
||||
"Category: General Utility Classes\n"
|
||||
"Category: **General Utility Classes**\n"
|
||||
"\n"
|
||||
"This class encapsulates a timer in the current ba.Context.\n"
|
||||
"The underlying timer will be destroyed when either this object is\n"
|
||||
@ -27,34 +27,41 @@ void PythonClassTimer::SetupType(PyTypeObject* obj) {
|
||||
"do not want to worry about keeping a reference to your timer around,\n"
|
||||
"you should use the ba.timer() function instead.\n"
|
||||
"\n"
|
||||
"time: length of time (in seconds by default) that the timer will wait\n"
|
||||
"###### time\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"
|
||||
"###### call\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"
|
||||
"###### repeat\n"
|
||||
"> If True, the timer will fire repeatedly, with each successive\n"
|
||||
"firing having the same delay as the first.\n"
|
||||
"\n"
|
||||
"timetype: A ba.TimeType value determining which timeline the timer is\n"
|
||||
"###### timetype\n"
|
||||
"> A ba.TimeType value determining which timeline the timer is\n"
|
||||
"placed onto.\n"
|
||||
"\n"
|
||||
"timeformat: A ba.TimeFormat value determining how the passed time is\n"
|
||||
"###### timeformat\n"
|
||||
"> 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"
|
||||
"\n"
|
||||
"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)\n";
|
||||
obj->tp_new = tp_new;
|
||||
obj->tp_dealloc = (destructor)tp_dealloc;
|
||||
}
|
||||
|
||||
@ -29,7 +29,7 @@ void PythonClassVec3::SetupType(PyTypeObject* obj) {
|
||||
obj->tp_doc =
|
||||
"A vector of 3 floats.\n"
|
||||
"\n"
|
||||
"Category: General Utility Classes\n"
|
||||
"Category: **General Utility Classes**\n"
|
||||
"\n"
|
||||
"These can be created the following ways (checked in this order):\n"
|
||||
"- with no args, all values are set to 0\n"
|
||||
@ -38,14 +38,13 @@ void PythonClassVec3::SetupType(PyTypeObject* obj) {
|
||||
"- otherwise assumes individual x/y/z args (positional or keywords)"
|
||||
"\n"
|
||||
"Attributes:\n"
|
||||
"\n"
|
||||
" x: float\n"
|
||||
" x (float):\n"
|
||||
" The vector's X component.\n"
|
||||
"\n"
|
||||
" y: float\n"
|
||||
" y (float):\n"
|
||||
" The vector's Y component.\n"
|
||||
"\n"
|
||||
" z: float\n"
|
||||
" z (float):\n"
|
||||
" The vector's Z component.\n";
|
||||
|
||||
obj->tp_new = tp_new;
|
||||
|
||||
@ -22,10 +22,10 @@ void PythonClassWidget::SetupType(PyTypeObject* obj) {
|
||||
obj->tp_doc =
|
||||
"Internal type for low level UI elements; buttons, windows, etc.\n"
|
||||
"\n"
|
||||
"Category: User Interface Classes\n"
|
||||
"Category: **User Interface Classes**\n"
|
||||
"\n"
|
||||
"This class represents a weak reference to a widget object\n"
|
||||
"in the internal c++ layer. Currently, functions such as\n"
|
||||
"in the internal C++ layer. Currently, functions such as\n"
|
||||
"ba.buttonwidget() must be used to instantiate or edit these.";
|
||||
obj->tp_new = tp_new;
|
||||
obj->tp_dealloc = (destructor)tp_dealloc;
|
||||
@ -260,9 +260,9 @@ PyMethodDef PythonClassWidget::tp_methods[] = {
|
||||
{"get_widget_type", (PyCFunction)GetWidgetType, METH_NOARGS,
|
||||
"get_widget_type() -> str\n"
|
||||
"\n"
|
||||
"Return the internal type of the Widget as a string. Note that this is\n"
|
||||
"different from the Python ba.Widget type, which is the same for all\n"
|
||||
"widgets."},
|
||||
"Return the internal type of the Widget as a string. Note that this\n"
|
||||
"is different from the Python ba.Widget type, which is the same for\n"
|
||||
"all widgets."},
|
||||
{"activate", (PyCFunction)Activate, METH_NOARGS,
|
||||
"activate() -> None\n"
|
||||
"\n"
|
||||
@ -274,9 +274,9 @@ PyMethodDef PythonClassWidget::tp_methods[] = {
|
||||
{"get_screen_space_center", (PyCFunction)GetScreenSpaceCenter, METH_NOARGS,
|
||||
"get_screen_space_center() -> tuple[float, float]\n"
|
||||
"\n"
|
||||
"Returns the coords of the Widget center relative to the center of the\n"
|
||||
"screen. This can be useful for placing pop-up windows and other special\n"
|
||||
"cases."},
|
||||
"Returns the coords of the ba.Widget center relative to the center\n"
|
||||
"of the screen. This can be useful for placing pop-up windows and other\n"
|
||||
"special cases."},
|
||||
{"get_selected_child", (PyCFunction)GetSelectedChild, METH_NOARGS,
|
||||
"get_selected_child() -> Optional[ba.Widget]\n"
|
||||
"\n"
|
||||
@ -285,8 +285,8 @@ PyMethodDef PythonClassWidget::tp_methods[] = {
|
||||
{"delete", (PyCFunction)Delete, METH_VARARGS | METH_KEYWORDS,
|
||||
"delete(ignore_missing: bool = True) -> None\n"
|
||||
"\n"
|
||||
"Delete the Widget. Ignores already-deleted Widgets if ignore_missing\n"
|
||||
" is True; otherwise an Exception is thrown."},
|
||||
"Delete the Widget. Ignores already-deleted Widgets if ignore_missing\n"
|
||||
"is True; otherwise an Exception is thrown."},
|
||||
{"add_delete_callback", (PyCFunction)AddDeleteCallback,
|
||||
METH_VARARGS | METH_KEYWORDS, // NOLINT (signed bitwise stuff)
|
||||
"add_delete_callback(call: Callable) -> None\n"
|
||||
|
||||
@ -926,7 +926,7 @@ auto PythonMethodsApp::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"log(message: str, to_stdout: bool = True,\n"
|
||||
" to_server: bool = True) -> None\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"Log a message. This goes to the default logging mechanism depending\n"
|
||||
"on the platform (stdout on mac, android log on android, etc).\n"
|
||||
@ -989,7 +989,7 @@ auto PythonMethodsApp::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Quit the game.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"On systems like android, 'soft' will end the activity but keep the\n"
|
||||
"app running."},
|
||||
@ -1003,7 +1003,7 @@ auto PythonMethodsApp::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Print a message to the local client's screen, in a given color.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"If 'top' is True, the message will go to the top message area.\n"
|
||||
"For 'top' messages, 'image' can be a texture to display alongside "
|
||||
@ -1027,58 +1027,60 @@ auto PythonMethodsApp::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Schedule a call to run at a later point in time.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"This function adds a timer to the current ba.Context.\n"
|
||||
"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"
|
||||
"##### 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"
|
||||
"###### 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"
|
||||
"###### 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"
|
||||
"###### timetype (ba.TimeType)\n"
|
||||
"> Can be either `SIM`, `BASE`, or `REAL`. It defaults to\n"
|
||||
"`SIM`.\n"
|
||||
"\n"
|
||||
"'sim' time maps to local simulation time in ba.Activity or "
|
||||
"###### 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"
|
||||
"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 "
|
||||
"- 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"
|
||||
"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"
|
||||
">>> 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"},
|
||||
|
||||
{"time", (PyCFunction)PyTime, METH_VARARGS | METH_KEYWORDS,
|
||||
"time(timetype: ba.TimeType = TimeType.SIM,\n"
|
||||
@ -1087,32 +1089,32 @@ auto PythonMethodsApp::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Return the current time.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"The time returned depends on the current ba.Context and timetype.\n"
|
||||
"\n"
|
||||
"timetype can be either SIM, BASE, or REAL. It defaults to\n"
|
||||
"SIM. Types are explained below:\n"
|
||||
"\n"
|
||||
"SIM time maps to local simulation time in ba.Activity or ba.Session\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 which returns float "
|
||||
"The 'timeformat' arg defaults to SECONDS which returns float "
|
||||
"seconds,\n"
|
||||
"but it can also be MILLISECONDS to return integer milliseconds.\n"
|
||||
"\n"
|
||||
@ -1125,7 +1127,7 @@ auto PythonMethodsApp::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Pushes a call onto the event loop to be run during the next cycle.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"This can be handy for calls that are disallowed from within other\n"
|
||||
"callbacks, etc.\n"
|
||||
@ -1144,7 +1146,7 @@ auto PythonMethodsApp::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Return the current ba.Activity instance.\n"
|
||||
"\n"
|
||||
"Category: Gameplay Functions\n"
|
||||
"Category: **Gameplay Functions**\n"
|
||||
"\n"
|
||||
"Note that this is based on context; thus code run in a timer "
|
||||
"generated\n"
|
||||
@ -1160,7 +1162,7 @@ auto PythonMethodsApp::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Instantiates a ba.Activity given a type object.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"Activities require special setup and thus cannot be directly\n"
|
||||
"instantiated; you must go through this function."},
|
||||
@ -1209,7 +1211,7 @@ auto PythonMethodsApp::GetMethods() -> std::vector<PyMethodDef> {
|
||||
{"getsession", (PyCFunction)PyGetSession, METH_VARARGS | METH_KEYWORDS,
|
||||
"getsession(doraise: bool = True) -> <varies>\n"
|
||||
"\n"
|
||||
"Category: Gameplay Functions\n"
|
||||
"Category: **Gameplay Functions**\n"
|
||||
"\n"
|
||||
"Returns the current ba.Session instance.\n"
|
||||
"Note that this is based on context; thus code being run in the UI\n"
|
||||
|
||||
@ -685,7 +685,7 @@ auto PythonMethodsGameplay::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Emit particles, smoke, etc. into the fx sim layer.\n"
|
||||
"\n"
|
||||
"Category: Gameplay Functions\n"
|
||||
"Category: **Gameplay Functions**\n"
|
||||
"\n"
|
||||
"The fx sim layer is a secondary dynamics simulation that runs in\n"
|
||||
"the background and just looks pretty; it does not affect gameplay.\n"
|
||||
@ -698,17 +698,17 @@ auto PythonMethodsGameplay::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Play a ba.Sound a single time.\n"
|
||||
"\n"
|
||||
"Category: Gameplay Functions\n"
|
||||
"Category: **Gameplay Functions**\n"
|
||||
"\n"
|
||||
"If position is not provided, the sound will be at a constant volume\n"
|
||||
"everywhere. Position should be a float tuple of size 3."},
|
||||
"everywhere. Position should be a float tuple of size 3."},
|
||||
|
||||
{"camerashake", (PyCFunction)PyCameraShake, METH_VARARGS | METH_KEYWORDS,
|
||||
"camerashake(intensity: float = 1.0) -> None\n"
|
||||
"\n"
|
||||
"Shake the camera.\n"
|
||||
"\n"
|
||||
"Category: Gameplay Functions\n"
|
||||
"Category: **Gameplay Functions**\n"
|
||||
"\n"
|
||||
"Note that some cameras and/or platforms (such as VR) may not display\n"
|
||||
"camera-shake, so do not rely on this always being visible to the\n"
|
||||
@ -719,7 +719,7 @@ auto PythonMethodsGameplay::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Return collision related values\n"
|
||||
"\n"
|
||||
"Category: Gameplay Functions\n"
|
||||
"Category: **Gameplay Functions**\n"
|
||||
"\n"
|
||||
"Returns a single collision value or tuple of values such as location,\n"
|
||||
"depth, nodes involved, etc. Only call this in the handler of a\n"
|
||||
@ -728,16 +728,16 @@ auto PythonMethodsGameplay::GetMethods() -> std::vector<PyMethodDef> {
|
||||
{"getnodes", PyGetNodes, METH_VARARGS,
|
||||
"getnodes() -> list\n"
|
||||
"\n"
|
||||
"Return all nodes in the current ba.Context."
|
||||
"Return all nodes in the current ba.Context.\n"
|
||||
"\n"
|
||||
"Category: Gameplay Functions"},
|
||||
"Category: **Gameplay Functions**"},
|
||||
|
||||
{"printnodes", PyPrintNodes, METH_VARARGS,
|
||||
"printnodes() -> None\n"
|
||||
"\n"
|
||||
"Print various info about existing nodes; useful for debugging.\n"
|
||||
"\n"
|
||||
"Category: Gameplay Functions"},
|
||||
"Category: **Gameplay Functions**"},
|
||||
|
||||
{"newnode", (PyCFunction)PyNewNode, METH_VARARGS | METH_KEYWORDS,
|
||||
"newnode(type: str, owner: ba.Node = None,\n"
|
||||
@ -746,7 +746,7 @@ auto PythonMethodsGameplay::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Add a node of the given type to the game.\n"
|
||||
"\n"
|
||||
"Category: Gameplay Functions\n"
|
||||
"Category: **Gameplay Functions**\n"
|
||||
"\n"
|
||||
"If a dict is provided for 'attributes', the node's initial attributes\n"
|
||||
"will be set based on them.\n"
|
||||
|
||||
@ -423,7 +423,7 @@ auto PythonMethodsGraphics::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Given a color tuple, return a color safe to display as text.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"Accepts tuples of length 3 or 4. This will slightly brighten very\n"
|
||||
"dark colors, etc."},
|
||||
@ -433,13 +433,13 @@ auto PythonMethodsGraphics::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Get a unicode string representing a special character.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"Note that these utilize the private-use block of unicode characters\n"
|
||||
"(U+E000-U+F8FF) and are specific to the game; exporting or rendering\n"
|
||||
"them elsewhere will be meaningless.\n"
|
||||
"\n"
|
||||
"see ba.SpecialChar for the list of available characters."},
|
||||
"See ba.SpecialChar for the list of available characters."},
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@ -468,7 +468,7 @@ auto PythonMethodsMedia::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Return a collide-model, loading it if necessary.\n"
|
||||
"\n"
|
||||
"Category: Asset Functions\n"
|
||||
"Category: **Asset Functions**\n"
|
||||
"\n"
|
||||
"Collide-models are used in physics calculations for such things as\n"
|
||||
"terrain.\n"
|
||||
@ -491,7 +491,7 @@ auto PythonMethodsMedia::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Return a model, loading it if necessary.\n"
|
||||
"\n"
|
||||
"Category: Asset Functions\n"
|
||||
"Category: **Asset Functions**\n"
|
||||
"\n"
|
||||
"Note that this function returns immediately even if the media has yet\n"
|
||||
"to be loaded. To avoid hitches, instantiate your media objects in\n"
|
||||
@ -510,7 +510,7 @@ auto PythonMethodsMedia::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Return a sound, loading it if necessary.\n"
|
||||
"\n"
|
||||
"Category: Asset Functions\n"
|
||||
"Category: **Asset Functions**\n"
|
||||
"\n"
|
||||
"Note that this function returns immediately even if the media has yet\n"
|
||||
"to be loaded. To avoid hitches, instantiate your media objects in\n"
|
||||
@ -529,7 +529,7 @@ auto PythonMethodsMedia::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Return a data, loading it if necessary.\n"
|
||||
"\n"
|
||||
"Category: Asset Functions\n"
|
||||
"Category: **Asset Functions**\n"
|
||||
"\n"
|
||||
"Note that this function returns immediately even if the media has yet\n"
|
||||
"to be loaded. To avoid hitches, instantiate your media objects in\n"
|
||||
@ -548,7 +548,7 @@ auto PythonMethodsMedia::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Return a texture, loading it if necessary.\n"
|
||||
"\n"
|
||||
"Category: Asset Functions\n"
|
||||
"Category: **Asset Functions**\n"
|
||||
"\n"
|
||||
"Note that this function returns immediately even if the media has yet\n"
|
||||
"to be loaded. To avoid hitches, instantiate your media objects in\n"
|
||||
|
||||
@ -801,7 +801,7 @@ auto PythonMethodsSystem::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Return whether this platform supports clipboard operations at all.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"If this returns False, UIs should not show 'copy to clipboard'\n"
|
||||
"buttons, etc."},
|
||||
@ -810,26 +810,26 @@ auto PythonMethodsSystem::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Return whether there is currently text on the clipboard.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"This will return False if no system clipboard is available; no need\n"
|
||||
" to call ba.clipboard_available() separately."},
|
||||
" to call ba.clipboard_is_supported() separately."},
|
||||
{"clipboard_set_text", (PyCFunction)PyClipboardSetText,
|
||||
METH_VARARGS | METH_KEYWORDS,
|
||||
"clipboard_set_text(value: str) -> None\n"
|
||||
"\n"
|
||||
"Copy a string to the system clipboard.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"Ensure that ba.clipboard_available() returns True before adding\n"
|
||||
"Ensure that ba.clipboard_is_supported() returns True before adding\n"
|
||||
" buttons/etc. that make use of this functionality."},
|
||||
{"clipboard_get_text", (PyCFunction)PyClipboardGetText, METH_NOARGS,
|
||||
"clipboard_get_text() -> str\n"
|
||||
"\n"
|
||||
"Return text currently on the system clipboard.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"Ensure that ba.clipboard_has_text() returns True before calling\n"
|
||||
" this function."},
|
||||
@ -839,7 +839,7 @@ auto PythonMethodsSystem::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Print debugging info about game objects.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"This call only functions in debug builds of the game.\n"
|
||||
"It prints various info about the current object count, etc."},
|
||||
@ -849,17 +849,18 @@ auto PythonMethodsSystem::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Return whether this is the first time running a line of code.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"This is used by 'print_once()' type calls to keep from overflowing\n"
|
||||
"logs. The call functions by registering the filename and line where\n"
|
||||
"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"
|
||||
">>> for i in range(10):\n"
|
||||
"... if ba.do_once():\n"
|
||||
"... print('Hello once from loop!')\n"},
|
||||
|
||||
{"_app", (PyCFunction)PyApp, METH_VARARGS | METH_KEYWORDS,
|
||||
"_app() -> ba.App\n"
|
||||
@ -911,7 +912,7 @@ auto PythonMethodsSystem::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Used for analytics to see where in the app players spend their time.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"Generally called when opening a new window or entering some UI.\n"
|
||||
"'screen' should be a string description of an app location\n"
|
||||
@ -1013,7 +1014,7 @@ auto PythonMethodsSystem::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"(internal)\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions"},
|
||||
"Category: **General Utility Functions**"},
|
||||
|
||||
{"print_context", (PyCFunction)PyPrintContext,
|
||||
METH_VARARGS | METH_KEYWORDS,
|
||||
|
||||
@ -2318,7 +2318,7 @@ auto PythonMethodsUI::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Open a provided URL.\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions\n"
|
||||
"Category: **General Utility Functions**\n"
|
||||
"\n"
|
||||
"Open the provided url in a web-browser, or display the URL\n"
|
||||
"string in a window if that isn't possible.\n"},
|
||||
@ -2382,7 +2382,7 @@ auto PythonMethodsUI::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"(internal)\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions"},
|
||||
"Category: **General Utility Functions**"},
|
||||
|
||||
{"show_app_invite", (PyCFunction)PyShowAppInvite,
|
||||
METH_VARARGS | METH_KEYWORDS,
|
||||
@ -2392,7 +2392,7 @@ auto PythonMethodsUI::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"(internal)\n"
|
||||
"\n"
|
||||
"Category: General Utility Functions"},
|
||||
"Category: **General Utility Functions**"},
|
||||
|
||||
{"show_ad", (PyCFunction)PyShowAd, METH_VARARGS | METH_KEYWORDS,
|
||||
"show_ad(purpose: str, on_completion_call: Callable[[], None] = None)\n"
|
||||
@ -2487,7 +2487,7 @@ auto PythonMethodsUI::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Create or edit a button widget.\n"
|
||||
"\n"
|
||||
"Category: User Interface Functions\n"
|
||||
"Category: **User Interface Functions**\n"
|
||||
"\n"
|
||||
"Pass a valid existing ba.Widget as 'edit' to modify it; otherwise\n"
|
||||
"a new one is created and returned. Arguments that are not set to None\n"
|
||||
@ -2513,7 +2513,7 @@ auto PythonMethodsUI::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Create or edit a check-box widget.\n"
|
||||
"\n"
|
||||
"Category: User Interface Functions\n"
|
||||
"Category: **User Interface Functions**\n"
|
||||
"\n"
|
||||
"Pass a valid existing ba.Widget as 'edit' to modify it; otherwise\n"
|
||||
"a new one is created and returned. Arguments that are not set to None\n"
|
||||
@ -2534,7 +2534,7 @@ auto PythonMethodsUI::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Create or edit an image widget.\n"
|
||||
"\n"
|
||||
"Category: User Interface Functions\n"
|
||||
"Category: **User Interface Functions**\n"
|
||||
"\n"
|
||||
"Pass a valid existing ba.Widget as 'edit' to modify it; otherwise\n"
|
||||
"a new one is created and returned. Arguments that are not set to None\n"
|
||||
@ -2562,7 +2562,7 @@ auto PythonMethodsUI::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Create or edit a column widget.\n"
|
||||
"\n"
|
||||
"Category: User Interface Functions\n"
|
||||
"Category: **User Interface Functions**\n"
|
||||
"\n"
|
||||
"Pass a valid existing ba.Widget as 'edit' to modify it; otherwise\n"
|
||||
"a new one is created and returned. Arguments that are not set to None\n"
|
||||
@ -2604,7 +2604,7 @@ auto PythonMethodsUI::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Create or edit a container widget.\n"
|
||||
"\n"
|
||||
"Category: User Interface Functions\n"
|
||||
"Category: **User Interface Functions**\n"
|
||||
"\n"
|
||||
"Pass a valid existing ba.Widget as 'edit' to modify it; otherwise\n"
|
||||
"a new one is created and returned. Arguments that are not set to None\n"
|
||||
@ -2622,7 +2622,7 @@ auto PythonMethodsUI::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Create or edit a row widget.\n"
|
||||
"\n"
|
||||
"Category: User Interface Functions\n"
|
||||
"Category: **User Interface Functions**\n"
|
||||
"\n"
|
||||
"Pass a valid existing ba.Widget as 'edit' to modify it; otherwise\n"
|
||||
"a new one is created and returned. Arguments that are not set to None\n"
|
||||
@ -2645,7 +2645,7 @@ auto PythonMethodsUI::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Create or edit a scroll widget.\n"
|
||||
"\n"
|
||||
"Category: User Interface Functions\n"
|
||||
"Category: **User Interface Functions**\n"
|
||||
"\n"
|
||||
"Pass a valid existing ba.Widget as 'edit' to modify it; otherwise\n"
|
||||
"a new one is created and returned. Arguments that are not set to None\n"
|
||||
@ -2667,7 +2667,7 @@ auto PythonMethodsUI::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Create or edit a horizontal scroll widget.\n"
|
||||
"\n"
|
||||
"Category: User Interface Functions\n"
|
||||
"Category: **User Interface Functions**\n"
|
||||
"\n"
|
||||
"Pass a valid existing ba.Widget as 'edit' to modify it; otherwise\n"
|
||||
"a new one is created and returned. Arguments that are not set to None\n"
|
||||
@ -2698,7 +2698,7 @@ auto PythonMethodsUI::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Create or edit a text widget.\n"
|
||||
"\n"
|
||||
"Category: User Interface Functions\n"
|
||||
"Category: **User Interface Functions**\n"
|
||||
"\n"
|
||||
"Pass a valid existing ba.Widget as 'edit' to modify it; otherwise\n"
|
||||
"a new one is created and returned. Arguments that are not set to None\n"
|
||||
@ -2713,7 +2713,7 @@ auto PythonMethodsUI::GetMethods() -> std::vector<PyMethodDef> {
|
||||
"\n"
|
||||
"Edit common attributes of any widget.\n"
|
||||
"\n"
|
||||
"Category: User Interface Functions\n"
|
||||
"Category: **User Interface Functions**\n"
|
||||
"\n"
|
||||
"Unlike other UI calls, this can only be used to edit, not to "
|
||||
"create.\n"},
|
||||
|
||||
@ -46,6 +46,7 @@ PIP_REQUIREMENTS = [
|
||||
PipRequirement(modulename='ansiwrap'),
|
||||
PipRequirement(modulename='yaml', pipname='PyYAML'),
|
||||
PipRequirement(modulename='requests'),
|
||||
PipRequirement(modulename='pdoc'),
|
||||
PipRequirement(pipname='typing_extensions', minversion=[4, 0, 1]),
|
||||
PipRequirement(pipname='types-filelock', minversion=[3, 2, 5]),
|
||||
PipRequirement(pipname='types-requests', minversion=[2, 27, 7]),
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@ -21,7 +21,7 @@ from efrotools import get_files_hash
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from types import ModuleType
|
||||
from typing import Sequence, Any
|
||||
from typing import Sequence, Any, Optional
|
||||
from batools.docs import AttributeInfo
|
||||
|
||||
|
||||
@ -252,7 +252,8 @@ def _writefuncs(parent: Any, funcnames: Sequence[str], indent: int,
|
||||
f'unknown returns value: {returns} for {funcname}')
|
||||
returnspc = indstr + ' '
|
||||
returnstr = ('\n' + returnspc).join(returnstr.strip().splitlines())
|
||||
docstr_out = _formatdoc(docstr, indent + 4)
|
||||
docstr_out = _formatdoc(_filterdoc(docstr, funcname=funcname),
|
||||
indent + 4)
|
||||
out += spcstr + defsline + docstr_out + f'{returnspc}{returnstr}\n'
|
||||
return out
|
||||
|
||||
@ -470,18 +471,58 @@ def _special_class_cases(classname: str) -> str:
|
||||
return out
|
||||
|
||||
|
||||
def _formatdoc(docstr: str, indent: int) -> str:
|
||||
def _filterdoc(docstr: str, funcname: Optional[str] = None) -> str:
|
||||
docslines = docstr.splitlines()
|
||||
|
||||
if (funcname and docslines and docslines[0]
|
||||
and docslines[0].startswith(funcname)):
|
||||
# Remove this signature from python docstring
|
||||
# as not to repeat ourselves.
|
||||
_, docstr = docstr.split('\n\n', maxsplit=1)
|
||||
docslines = docstr.splitlines()
|
||||
|
||||
# Assuming that each line between 'Attributes:' and '\n\n' belongs to
|
||||
# attrs descriptions.
|
||||
empty_lines_count = 0
|
||||
attributes_line: Optional[int] = None
|
||||
attrs_definitions_last_line: Optional[int] = None
|
||||
for i, line in enumerate(docslines):
|
||||
if line.strip() in ['Attrs:', 'Attributes:']:
|
||||
if attributes_line is not None:
|
||||
raise Exception("Multiple 'Attributes:' lines found")
|
||||
attributes_line = i
|
||||
if not line.strip():
|
||||
empty_lines_count += 1
|
||||
else:
|
||||
empty_lines_count = 0
|
||||
if empty_lines_count >= 2 and attributes_line is not None:
|
||||
# It seems attribute definitions ended.
|
||||
attrs_definitions_last_line = i
|
||||
break
|
||||
if attrs_definitions_last_line is None:
|
||||
attrs_definitions_last_line = len(docslines) - 1
|
||||
|
||||
return '\n'.join(docslines[:attributes_line] +
|
||||
docslines[attrs_definitions_last_line + 1:])
|
||||
|
||||
|
||||
def _formatdoc(docstr: str,
|
||||
indent: int,
|
||||
no_end_newline: bool = False,
|
||||
inner_indent: int = 0) -> str:
|
||||
out = ''
|
||||
indentstr = indent * ' '
|
||||
inner_indent_str = inner_indent * ' '
|
||||
docslines = docstr.splitlines()
|
||||
|
||||
if len(docslines) == 1:
|
||||
out += '\n' + indentstr + '"""' + docslines[0] + '"""\n'
|
||||
else:
|
||||
for i, line in enumerate(docslines):
|
||||
if i != 0 and line != '':
|
||||
docslines[i] = indentstr + line
|
||||
out += ('\n' + indentstr + '"""' + '\n'.join(docslines) + '\n' +
|
||||
indentstr + '"""\n')
|
||||
docslines[i] = indentstr + inner_indent_str + line
|
||||
out += ('\n' + indentstr + '"""' + '\n'.join(docslines) +
|
||||
('' if no_end_newline else '\n' + indentstr) + '"""\n')
|
||||
return out
|
||||
|
||||
|
||||
@ -503,7 +544,8 @@ def _writeclasses(module: ModuleType, classnames: Sequence[str]) -> str:
|
||||
out += f'class {classname}:\n'
|
||||
|
||||
docstr = cls.__doc__
|
||||
out += _formatdoc(docstr, 4)
|
||||
# classname is constructor name
|
||||
out += _formatdoc(_filterdoc(docstr, funcname=classname), 4)
|
||||
|
||||
# Create a public constructor if it has one.
|
||||
# If the first docs line appears to be a function signature
|
||||
@ -537,6 +579,12 @@ def _writeclasses(module: ModuleType, classnames: Sequence[str]) -> str:
|
||||
for attr in attrs:
|
||||
if attr.attr_type is not None:
|
||||
out += f' {attr.name}: {attr.attr_type}\n'
|
||||
if attr.docs:
|
||||
out += _formatdoc(_filterdoc(attr.docs),
|
||||
indent=4,
|
||||
inner_indent=3,
|
||||
no_end_newline=True)
|
||||
out += '\n'
|
||||
else:
|
||||
raise Exception(f'Found untyped attr in'
|
||||
f' {classname} docs: {attr.name}')
|
||||
@ -581,7 +629,8 @@ def generate(sources_hash: str, outfilename: str) -> None:
|
||||
# Ignore _ba.app.
|
||||
continue
|
||||
else:
|
||||
raise Exception(f'found unknown obj {entry}')
|
||||
raise Exception(
|
||||
f'found unknown obj {entry}, {getattr(module, entry)}')
|
||||
funcnames.sort()
|
||||
classnames.sort()
|
||||
out = (get_public_license('python')
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user