From 11299f5ff405a7668ae06ee7ea5495b624f9ce9a Mon Sep 17 00:00:00 2001 From: Mitchell Stokes Date: Mon, 31 Mar 2014 22:20:03 -0700 Subject: BGE doc cleanup: Some small cleanups in the BGE docs: * Fixing trailing whitespace in some files * Fixing some indentation * SCA_PythonController.owner is now documented * SCA_PythonKeyboard members now use the member directive instead of function --- doc/python_api/rst/bge.constraints.rst | 56 ++++++------ doc/python_api/rst/bge.events.rst | 18 ++-- .../bge_types/bge.types.KX_CharacterWrapper.rst | 2 +- .../rst/bge_types/bge.types.KX_GameObject.rst | 100 ++++++++++----------- .../bge_types/bge.types.SCA_PythonController.rst | 6 ++ .../rst/bge_types/bge.types.SCA_PythonKeyboard.rst | 4 +- 6 files changed, 96 insertions(+), 90 deletions(-) (limited to 'doc') diff --git a/doc/python_api/rst/bge.constraints.rst b/doc/python_api/rst/bge.constraints.rst index 7757e11d41f..4d3e4ce880f 100644 --- a/doc/python_api/rst/bge.constraints.rst +++ b/doc/python_api/rst/bge.constraints.rst @@ -78,7 +78,7 @@ Physics Constraints (bge.constraints) :return: a vehicle constraint object. :rtype: :class:`bge.types.KX_VehicleWrapper` - + .. function:: getCharacter(gameobj) :arg gameobj: The game object with the character physics. @@ -237,101 +237,101 @@ Physics Constraints (bge.constraints) Not implemented. .. data:: DBG_NODEBUG - + .. note:: Debug mode to be used with function :class:`setDebugMode` - + No debug. .. data:: DBG_DRAWWIREFRAME - + .. note:: Debug mode to be used with function :class:`setDebugMode` - + Draw wireframe in debug. .. data:: DBG_DRAWAABB - + .. note:: Debug mode to be used with function :class:`setDebugMode` - + Draw Axis Aligned Bounding Box in debug. .. data:: DBG_DRAWFREATURESTEXT - + .. note:: Debug mode to be used with function :class:`setDebugMode` - + Draw freatures text in debug. .. data:: DBG_DRAWCONTACTPOINTS - + .. note:: Debug mode to be used with function :class:`setDebugMode` - + Draw contact points in debug. .. data:: DBG_NOHELPTEXT - + .. note:: Debug mode to be used with function :class:`setDebugMode` - + Debug without help text. .. data:: DBG_DRAWTEXT - + .. note:: Debug mode to be used with function :class:`setDebugMode` - + Draw text in debug. .. data:: DBG_PROFILETIMINGS - + .. note:: Debug mode to be used with function :class:`setDebugMode` - + Draw profile timings in debug. .. data:: DBG_ENABLESATCOMPARISION - + .. note:: Debug mode to be used with function :class:`setDebugMode` - + Enable sat comparision in debug. .. data:: DBG_DISABLEBULLETLCP - + .. note:: Debug mode to be used with function :class:`setDebugMode` - + Disable Bullet LCP. .. data:: DBG_ENABLECCD .. note:: Debug mode to be used with function :class:`setDebugMode` - + Enable Continous Colision Detection in debug. .. data:: DBG_DRAWCONSTRAINTS - + .. note:: Debug mode to be used with function :class:`setDebugMode` - + Draw constraints in debug. .. data:: DBG_DRAWCONSTRAINTLIMITS - + .. note:: Debug mode to be used with function :class:`setDebugMode` - + Draw constraint limits in debug. .. data:: DBG_FASTWIREFRAME - + .. note:: Debug mode to be used with function :class:`setDebugMode` - + Draw a fast wireframe in debug. .. data:: POINTTOPOINT_CONSTRAINT diff --git a/doc/python_api/rst/bge.events.rst b/doc/python_api/rst/bge.events.rst index 2238faea242..8dbded6a3fe 100644 --- a/doc/python_api/rst/bge.events.rst +++ b/doc/python_api/rst/bge.events.rst @@ -14,7 +14,7 @@ This module holds key constants for the SCA_KeyboardSensor. # Set a connected keyboard sensor to accept F1 import bge - + co = bge.logic.getCurrentController() # 'Keyboard' is a keyboard sensor sensor = co.sensors["Keyboard"] @@ -24,7 +24,7 @@ This module holds key constants for the SCA_KeyboardSensor. # Do the all keys thing import bge - + co = bge.logic.getCurrentController() # 'Keyboard' is a keyboard sensor sensor = co.sensors["Keyboard"] @@ -46,20 +46,20 @@ This module holds key constants for the SCA_KeyboardSensor. # The all keys thing without a keyboard sensor (but you will # need an always sensor with pulse mode on) import bge - + # Just shortening names here keyboard = bge.logic.keyboard JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED - + if keyboard.events[bge.events.WKEY] == JUST_ACTIVATED: print("Activate Forward!") if keyboard.events[bge.events.SKEY] == JUST_ACTIVATED: - print("Activate Backward!") + print("Activate Backward!") if keyboard.events[bge.events.AKEY] == JUST_ACTIVATED: - print("Activate Left!") + print("Activate Left!") if keyboard.events[bge.events.DKEY] == JUST_ACTIVATED: print("Activate Right!") - + ********* Functions @@ -72,11 +72,11 @@ Functions :arg event: key event constant from :mod:`bge.events` or the keyboard sensor. :type event: int :rtype: string - + .. function:: EventToCharacter(event, shift) Return the string name of a key event. Returns an empty string if the event cant be represented as a character. - + :type event: int :arg event: key event constant from :mod:`bge.events` or the keyboard sensor. :type shift: bool diff --git a/doc/python_api/rst/bge_types/bge.types.KX_CharacterWrapper.rst b/doc/python_api/rst/bge_types/bge.types.KX_CharacterWrapper.rst index 32e5c3eaad8..4d9dd5b5c34 100644 --- a/doc/python_api/rst/bge_types/bge.types.KX_CharacterWrapper.rst +++ b/doc/python_api/rst/bge_types/bge.types.KX_CharacterWrapper.rst @@ -34,7 +34,7 @@ base class --- :class:`PyObjectPlus` :type: int .. attribute:: walkDirection - + The speed and direction the character is traveling in using world coordinates. This should be used instead of applyMovement() to properly move the character. :type: list [x, y, z] diff --git a/doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst b/doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst index a4c02ee6fec..b314a47c8e9 100644 --- a/doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst +++ b/doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst @@ -12,7 +12,7 @@ base class --- :class:`SCA_IObject` Properties assigned to game objects are accessible as attributes of this class. .. 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. @@ -75,25 +75,25 @@ base class --- :class:`SCA_IObject` :type: float .. note:: - + The object must have a physics controller for the mass to be applied, otherwise the mass value will be returned as 0.0. - + .. attribute:: linVelocityMin Enforces the object keeps moving at a minimum velocity. :type: float - + .. note:: - + Applies to dynamic and rigid body objects only. .. note:: - + A value of 0.0 disables this option. .. note:: - + While objects are stationary the minimum velocity will not be applied. .. attribute:: linVelocityMax @@ -101,9 +101,9 @@ base class --- :class:`SCA_IObject` Clamp the maximum linear velocity to prevent objects moving beyond a set speed. :type: float - + .. note:: - + Applies to dynamic and rigid body objects only. .. note:: @@ -247,25 +247,25 @@ base class --- :class:`SCA_IObject` :type: :class:`mathutils.Matrix` .. attribute:: localLinearVelocity - + The object's local linear velocity. [x, y, z] :type: :class:`mathutils.Vector` .. attribute:: worldLinearVelocity - + The object's world linear velocity. [x, y, z] :type: :class:`mathutils.Vector` .. attribute:: localAngularVelocity - + The object's local angular velocity. [x, y, z] :type: :class:`mathutils.Vector` .. attribute:: worldAngularVelocity - + The object's world angular velocity. [x, y, z] :type: :class:`mathutils.Vector` @@ -287,13 +287,13 @@ base class --- :class:`SCA_IObject` a list meshes for this object. :type: list of :class:`KX_MeshProxy` - + .. note:: - + Most objects use only 1 mesh. .. note:: - + Changes to this list will not update the KX_GameObject. .. attribute:: sensors @@ -301,13 +301,13 @@ base class --- :class:`SCA_IObject` a sequence of :class:`SCA_ISensor` objects with string/index lookups and iterator support. :type: list - + .. note:: - + This attribute is experemental and may be removed (but probably wont be). .. note:: - + Changes to this list will not update the KX_GameObject. .. attribute:: controllers @@ -315,13 +315,13 @@ base class --- :class:`SCA_IObject` a sequence of :class:`SCA_IController` objects with string/index lookups and iterator support. :type: list of :class:`SCA_ISensor` - + .. note:: - + This attribute is experemental and may be removed (but probably wont be). .. note:: - + Changes to this list will not update the KX_GameObject. .. attribute:: actuators @@ -329,7 +329,7 @@ base class --- :class:`SCA_IObject` a list of :class:`SCA_IActuator` with string/index lookups and iterator support. :type: list - + .. note:: This attribute is experemental and may be removed (but probably wont be). @@ -490,7 +490,7 @@ base class --- :class:`SCA_IObject` Sets the game object's linear velocity. - This method sets game object's velocity through it's centre of mass, + This method sets game object's velocity through it's centre of mass, ie no angular velocity component. This requires a dynamic object. @@ -571,7 +571,7 @@ base class --- :class:`SCA_IObject` Resumes physics for this object. .. note:: - + The objects linear velocity will be applied from when the dynamics were suspended. .. method:: enableRigidBody() @@ -607,7 +607,7 @@ base class --- :class:`SCA_IObject` :type ghost: boolean .. note:: - + If the object type is sensor, it stays ghost regardless of ghost parameter .. method:: removeParent() @@ -724,7 +724,7 @@ base class --- :class:`SCA_IObject` * or 5-tuple (:class:`KX_GameObject`, 3-tuple (x, y, z), 3-tuple (nx, ny, nz), :class:`KX_PolyProxy`, 2-tuple (u, v)) .. note:: - + The ray ignores the object on which the method is called. It is casted from/to object center or explicit [x, y, z] points. .. method:: setCollisionMargin(margin) @@ -735,7 +735,7 @@ base class --- :class:`SCA_IObject` :type margin: float .. note:: - + If this object has no physics controller (a physics ID of zero), this function will raise RuntimeError. .. method:: sendMessage(subject, body="", to="") @@ -766,11 +766,11 @@ base class --- :class:`SCA_IObject` .. note:: If this object has instances the other instances will be updated too. - + .. note:: The gameObject argument has an advantage that it can convert from a mesh with modifiers applied (such as subsurf). - + .. warning:: Only triangle mesh type objects are supported currently (not convex hull) @@ -791,7 +791,7 @@ base class --- :class:`SCA_IObject` .. method:: playAction(name, start_frame, end_frame, layer=0, priority=0, blendin=0, play_mode=KX_ACTION_MODE_PLAY, layer_weight=0.0, ipo_flags=0, speed=1.0, blend_mode=KX_ACTION_BLEND_BLEND) Plays an action. - + :arg name: the name of the action :type name: string :arg start: the start frame of the action @@ -812,42 +812,42 @@ base class --- :class:`SCA_IObject` :type ipo_flags: int bitfield :arg speed: the playback speed of the action as a factor (1.0 = normal speed, 2.0 = 2x speed, etc) :type speed: float - :arg blend_mode: how to blend this layer with previous layers - :type blend_mode: one of :ref:`these constants ` + :arg blend_mode: how to blend this layer with previous layers + :type blend_mode: one of :ref:`these constants ` .. method:: stopAction(layer=0) - + Stop playing the action on the given layer. - + :arg layer: The layer to stop playing. :type layer: integer - + .. method:: getActionFrame(layer=0) - + Gets the current frame of the action playing in the supplied layer. - + :arg layer: The layer that you want to get the frame from. :type layer: integer - + :return: The current frame of the action :rtype: float - + .. method:: setActionFrame(frame, layer=0) - + Set the current frame of the action playing in the supplied layer. - + :arg layer: The layer where you want to set the frame :type layer: integer :arg frame: The frame to set the action to :type frame: float .. method:: isPlayingAction(layer=0) - - Checks to see if there is an action playing in the given layer. - - :arg layer: The layer to check for a playing action. - :type layer: integer - - :return: Whether or not the action is playing - :rtype: boolean + + Checks to see if there is an action playing in the given layer. + + :arg layer: The layer to check for a playing action. + :type layer: integer + + :return: Whether or not the action is playing + :rtype: boolean diff --git a/doc/python_api/rst/bge_types/bge.types.SCA_PythonController.rst b/doc/python_api/rst/bge_types/bge.types.SCA_PythonController.rst index a00e9c29ad4..7b5619106ed 100644 --- a/doc/python_api/rst/bge_types/bge.types.SCA_PythonController.rst +++ b/doc/python_api/rst/bge_types/bge.types.SCA_PythonController.rst @@ -10,6 +10,12 @@ base class --- :class:`SCA_IController` A Python controller uses a Python script to activate it's actuators, based on it's sensors. + .. attribute:: owner + + The object the controller is attached to. + + :type: :class:`KX_GameObject` + .. attribute:: script The value of this variable depends on the execution methid. diff --git a/doc/python_api/rst/bge_types/bge.types.SCA_PythonKeyboard.rst b/doc/python_api/rst/bge_types/bge.types.SCA_PythonKeyboard.rst index 6cfef2f80f1..7511f6724d8 100644 --- a/doc/python_api/rst/bge_types/bge.types.SCA_PythonKeyboard.rst +++ b/doc/python_api/rst/bge_types/bge.types.SCA_PythonKeyboard.rst @@ -22,13 +22,13 @@ base class --- :class:`PyObjectPlus` :type: dictionary {:ref:`keycode`::ref:`status`, ...} - .. function:: getClipboard() + .. method:: getClipboard() Gets the clipboard text. :rtype: string - .. function:: setClipboard(text) + .. method:: setClipboard(text) Sets the clipboard text. -- cgit v1.2.3