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authorMitchell Stokes <mogurijin@gmail.com>2011-07-16 09:25:15 +0400
committerMitchell Stokes <mogurijin@gmail.com>2011-07-16 09:25:15 +0400
commitc9c51776ee08827f7d6c7b8b4d671a4660c32b64 (patch)
treeed399d18d198d144c2e079576cb7551ec325548f /source/gameengine/Ketsji/KX_GameObject.h
parent04e028a0c5d9ffe2edc3a42a90e9314dbd9e95c5 (diff)
BGE Animations: Some updates to the Python api:
* Adding methods KX_GameObject.stopAction() and KX_GameObject.isPlayingAction(). * Made all layer arguments optional. This means I had to change setActionFrame(layer, frame) to setActionFrame(frame, layer=0). This seems a little backwards to me, but I guess that's what you get with optional arguments. Also, this will break existing scripts. * Made sure to check user supplied layer values on all action methods. Previously this was only done for playAction(). * Fixed a few newline issues.
Diffstat (limited to 'source/gameengine/Ketsji/KX_GameObject.h')
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_GameObject.h b/source/gameengine/Ketsji/KX_GameObject.h
index 7e052e6d057..40bd86fed1b 100644
--- a/source/gameengine/Ketsji/KX_GameObject.h
+++ b/source/gameengine/Ketsji/KX_GameObject.h
@@ -914,8 +914,10 @@ public:
KX_PYMETHOD_VARARGS(KX_GameObject, ReinstancePhysicsMesh);
KX_PYMETHOD_DOC(KX_GameObject, playAction);
+ KX_PYMETHOD_DOC(KX_GameObject, stopAction);
KX_PYMETHOD_DOC(KX_GameObject, getActionFrame);
KX_PYMETHOD_DOC(KX_GameObject, setActionFrame);
+ KX_PYMETHOD_DOC(KX_GameObject, isPlayingAction);
/* Dict access */
KX_PYMETHOD_VARARGS(KX_GameObject,get);