diff options
author | Campbell Barton <ideasman42@gmail.com> | 2012-10-09 09:58:09 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2012-10-09 09:58:09 +0400 |
commit | 8d2835b5e55e901483ad839d87f11d7ada4d21a8 (patch) | |
tree | 9227efc3267711cdeb7107a84b267cf16e4441f8 /doc | |
parent | 62d3754a40540a246a7b0e50324df548f91c2d9b (diff) |
patch [#31875] Patch to get scene access through a game object
from Jay Parker (battery)
Diffstat (limited to 'doc')
-rw-r--r-- | doc/python_api/rst/bge.types.rst | 16 |
1 files changed, 13 insertions, 3 deletions
diff --git a/doc/python_api/rst/bge.types.rst b/doc/python_api/rst/bge.types.rst index 6599cfeb2b2..e628db07e83 100644 --- a/doc/python_api/rst/bge.types.rst +++ b/doc/python_api/rst/bge.types.rst @@ -333,7 +333,8 @@ Types .. attribute:: useContinue - The actions continue option, True or False. When True, the action will always play from where last left off, otherwise negative events to this actuator will reset it to its start frame. + The actions continue option, True or False. When True, the action will always play from where last left off, + otherwise negative events to this actuator will reset it to its start frame. :type: boolean @@ -879,7 +880,8 @@ Types .. note:: - Calling ANY method or attribute on an object that has been removed from a scene will raise a SystemError, if an object may have been removed since last accessing it use the :data:`invalid` attribute to check. + Calling ANY method or attribute on an object that has been removed from a scene will raise a SystemError, + if an object may have been removed since last accessing it use the :data:`invalid` attribute to check. KX_GameObject can be subclassed to extend functionality. For example: @@ -999,6 +1001,12 @@ Types :type: :class:`KX_GameObject` or None + .. attribute:: scene + + The object's scene. (read-only). + + :type: :class:`KX_Scene` or None + .. attribute:: visible visibility flag. @@ -4558,7 +4566,9 @@ Types .. data:: KX_ACT_ARMATURE_RUN - Just make sure the armature will be updated on the next graphic frame. This is the only persistent mode of the actuator: it executes automatically once per frame until stopped by a controller + Just make sure the armature will be updated on the next graphic frame. + This is the only persistent mode of the actuator: + it executes automatically once per frame until stopped by a controller :value: 0 |