forked from bartvdbraak/blender
BGE PyAPI epydoc errors fixed
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@ -174,8 +174,8 @@ def EventToCharacter(event, shift):
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@type event: int
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@param event: key event from GameKeys or the keyboard sensor.
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@type event: bool
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@param event: set to true if shift is held.
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@type shift: bool
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@param shift: set to true if shift is held.
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@rtype: string
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"""
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@ -19,15 +19,15 @@ class KX_ConstraintActuator(SCA_IActuator):
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@type direction: 3-tuple of float: [x,y,z]
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@ivar option: Binary combination of the following values:
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Applicable to Distance constraint:
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KX_ACT_CONSTRAINT_NORMAL ( 64) : Activate alignment to surface
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KX_ACT_CONSTRAINT_DISTANCE ( 512) : Activate distance control
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KX_ACT_CONSTRAINT_LOCAL (1024) : direction of the ray is along the local axis
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Applicable to Force field constraint:
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KX_ACT_CONSTRAINT_DOROTFH (2048) : Force field act on rotation as well
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Applicable to both:
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KX_ACT_CONSTRAINT_MATERIAL ( 128) : Detect material rather than property
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KX_ACT_CONSTRAINT_PERMANENT ( 256) : No deactivation if ray does not hit target
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Applicable to Distance constraint:
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- KX_ACT_CONSTRAINT_NORMAL ( 64) : Activate alignment to surface
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- KX_ACT_CONSTRAINT_DISTANCE ( 512) : Activate distance control
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- KX_ACT_CONSTRAINT_LOCAL (1024) : direction of the ray is along the local axis
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Applicable to Force field constraint:
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- KX_ACT_CONSTRAINT_DOROTFH (2048) : Force field act on rotation as well
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Applicable to both:
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- KX_ACT_CONSTRAINT_MATERIAL ( 128) : Detect material rather than property
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- KX_ACT_CONSTRAINT_PERMANENT ( 256) : No deactivation if ray does not hit target
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@type option: integer
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@ivar time: activation time of the actuator. The actuator disables itself after this many frame.
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@ -110,7 +110,7 @@ class KX_GameObject: # (SCA_IObject)
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"""
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Sets the game object's occlusion capability.
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@type visible: boolean
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@type occlusion: boolean
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@type recursive: boolean
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@param recursive: optional argument to set all childrens occlusion flag too.
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"""
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@ -36,20 +36,20 @@ class KX_SoundActuator(SCA_IActuator):
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@type orientation: 3x3 matrix [[float]]
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@ivar type: Sets the operation mode of the actuator. You can use one of the following constant:
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KX_SOUNDACT_PLAYSTOP (1)
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KX_SOUNDACT_PLAYEND (2)
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KX_SOUNDACT_LOOPSTOP (3)
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KX_SOUNDACT_LOOPEND (4)
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KX_SOUNDACT_LOOPBIDIRECTIONAL (5)
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KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP (6)
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- KX_SOUNDACT_PLAYSTOP (1)
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- KX_SOUNDACT_PLAYEND (2)
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- KX_SOUNDACT_LOOPSTOP (3)
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- KX_SOUNDACT_LOOPEND (4)
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- KX_SOUNDACT_LOOPBIDIRECTIONAL (5)
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- KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP (6)
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@type type: integer
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@group Play Methods: startSound, pauseSound, stopSound.
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@group Play Methods: startSound, pauseSound, stopSound
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"""
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def setFilename(filename):
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"""
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DEPRECATED: Use the filename property instead.
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Sets the filename of the sound this actuator plays.
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Sets the filename of the sound this actuator plays.
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@type filename: string
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"""
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@ -9,17 +9,17 @@ class KX_StateActuator(SCA_IActuator):
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Property:
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@ivar operation: type of bit operation to be applied on object state mask.
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You can use one of the following constant:
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KX_STATE_OP_CPY (0) : Copy state mask
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KX_STATE_OP_SET (1) : Add bits to state mask
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KX_STATE_OP_CLR (2) : Substract bits to state mask
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KX_STATE_OP_NEG (3) : Invert bits to state mask
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You can use one of the following constant:
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- KX_STATE_OP_CPY (0) : Copy state mask
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- KX_STATE_OP_SET (1) : Add bits to state mask
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- KX_STATE_OP_CLR (2) : Substract bits to state mask
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- KX_STATE_OP_NEG (3) : Invert bits to state mask
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@type operation: integer
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@ivar mask: value that defines the bits that will be modified by the operation.
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The bits that are 1 in the mask will be updated in the object state,
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the bits that are 0 are will be left unmodified expect for the Copy operation
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which copies the mask to the object state
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The bits that are 1 in the mask will be updated in the object state,
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the bits that are 0 are will be left unmodified expect for the Copy operation
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which copies the mask to the object state
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@type mask: integer
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"""
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def setOperation(op):
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@ -82,8 +82,8 @@ def getScreenRay(x, y, dist, property):
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@type y: float
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@param dist: max distance to look (can be negative => look behind); 0 or omitted => detect up to other
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@type dist: float
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@param prop: property name that object must have; can be omitted => detect any object
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@type prop: string
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@param property: property name that object must have; can be omitted => detect any object
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@type property: string
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@rtype: L{KX_GameObject}
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@return: the first object hit or None if no object or object does not match prop
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"""
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