cocos.draw module¶
-
class
Canvas
¶ Bases:
cocos.cocosnode.CocosNode
-
build_vbo
()¶
-
draw
()¶ This is the function you will have to override if you want your subclassed
CocosNode
to draw something on screen.You must respect the position, scale, rotation and anchor attributes. If you want OpenGL to do the scaling for you, you can:
def draw(self): glPushMatrix() self.transform() # ... draw .. glPopMatrix()
-
endcap
(line, cap_type)¶
-
free
()¶
-
line_to
(end)¶
-
move_to
(position)¶
-
on_exit
()¶ Called every time just before the node leaves the stage.
Scheduled calls and worker actions are suspended, that is, they will not be called until an
on_enter()
event happens.Most of the time you will want to
pop_handlers()
for all explicitpush_handlers()
found in meth:on_enter.Consider to release here openGL resources created by this node, like compiled vertex lists.
-
pop
()¶
-
push
()¶
-
rotate
(radians)¶
-
set_color
(color)¶
-
set_endcap
(cap)¶
-
set_join
(join)¶
-
set_stroke_width
(stroke_width)¶
-
translate
(vect)¶
-
-
class
Line
(start, end, color, stroke_width=1)¶ Bases:
cocos.draw.Canvas
-
render
()¶
-
property
color
¶
-
property
end
¶
-
property
start
¶
-
property
stroke_width
¶
-
-
class
Segment
(start, end, width)¶ Bases:
object
-
reversed
()¶
-
property
bl
¶
-
property
br
¶
-
property
direction
¶
-
property
left
¶
-
property
line_width
¶
-
property
points
¶
-
property
right
¶
-
property
tl
¶
-
property
tr
¶
-
-
flatten
(*args)¶
-
parameter
(default=None)¶