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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<html><head><title>Python: module Ragnarok</title>
</head><body bgcolor="#f0f0f8">
<table width="100%" cellspacing=0 cellpadding=2 border=0 summary="heading">
<tr bgcolor="#7799ee">
<td valign=bottom> <br>
<font color="#ffffff" face="helvetica, arial"> <br><big><big><strong>Ragnarok</strong></big></big></font></td
><td align=right valign=bottom
><font color="#ffffff" face="helvetica, arial"><a href=".">index</a><br><a href="file:/home/clinton/Desktop/Ragnarok.py">/home/clinton/Desktop/Ragnarok.py</a></font></td></tr></table>
<p><tt>## <a href="#Ragnarok">Ragnarok</a> Engine copyright 2010 Clinton Myers<br>
## This library is free software: you can redistribute it and/or modify<br>
## it under the terms of the GNU Lesser General Public License as published by<br>
## the Free Software Foundation, either version 3 of the License, or<br>
## (at your option) any later version.<br>
##<br>
## This program is distributed in the hope that it will be useful,<br>
## but WITHOUT ANY WARRANTY; without even the implied warranty of<br>
## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the<br>
## GNU Lesser General Public License for more details.<br>
##<br>
## You should have received a copy of the GNU Lesser General Public License<br>
## along with this program. If not, see <<a href="http://www.gnu.org/licenses/lgpl.html">http://www.gnu.org/licenses/lgpl.html</a>>.<br>
## <a href="#Ragnarok">Ragnarok</a> Version 1.0<br>
##<br>
##<br>
## Developer Note: This is a very early version of a work in progress. Several of the classes<br>
## have many segments commented out and may not function properly. If you have any questions, contact<br>
## me at [email protected]</tt></p>
<p>
<table width="100%" cellspacing=0 cellpadding=2 border=0 summary="section">
<tr bgcolor="#aa55cc">
<td colspan=3 valign=bottom> <br>
<font color="#ffffff" face="helvetica, arial"><big><strong>Modules</strong></big></font></td></tr>
<tr><td bgcolor="#aa55cc"><tt> </tt></td><td> </td>
<td width="100%"><table width="100%" summary="list"><tr><td width="25%" valign=top><a href="StateTypes.html">StateTypes</a><br>
<a href="math.html">math</a><br>
</td><td width="25%" valign=top><a href="numbers.html">numbers</a><br>
<a href="operator.html">operator</a><br>
</td><td width="25%" valign=top><a href="os.html">os</a><br>
<a href="pygame.html">pygame</a><br>
</td><td width="25%" valign=top><a href="random.html">random</a><br>
</td></tr></table></td></tr></table><p>
<table width="100%" cellspacing=0 cellpadding=2 border=0 summary="section">
<tr bgcolor="#ee77aa">
<td colspan=3 valign=bottom> <br>
<font color="#ffffff" face="helvetica, arial"><big><strong>Classes</strong></big></font></td></tr>
<tr><td bgcolor="#ee77aa"><tt> </tt></td><td> </td>
<td width="100%"><dl>
<dt><font face="helvetica, arial"><a href="__builtin__.html#object">__builtin__.object</a>
</font></dt><dd>
<dl>
<dt><font face="helvetica, arial"><a href="Ragnarok.html#KeyState">KeyState</a>
</font></dt><dt><font face="helvetica, arial"><a href="Ragnarok.html#Matrix4">Matrix4</a>
</font></dt><dt><font face="helvetica, arial"><a href="Ragnarok.html#MouseState">MouseState</a>
</font></dt><dt><font face="helvetica, arial"><a href="Ragnarok.html#Pool">Pool</a>
</font></dt><dt><font face="helvetica, arial"><a href="Ragnarok.html#Ragnarok">Ragnarok</a>
</font></dt><dt><font face="helvetica, arial"><a href="Ragnarok.html#Ray">Ray</a>
</font></dt><dt><font face="helvetica, arial"><a href="Ragnarok.html#TileMapManager">TileMapManager</a>
</font></dt><dt><font face="helvetica, arial"><a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>
</font></dt><dd>
<dl>
<dt><font face="helvetica, arial"><a href="Ragnarok.html#Camera">Camera</a>
</font></dt><dt><font face="helvetica, arial"><a href="Ragnarok.html#CameraUpdater">CameraUpdater</a>
</font></dt><dd>
<dl>
<dt><font face="helvetica, arial"><a href="Ragnarok.html#SpringCameraUpdater">SpringCameraUpdater</a>
</font></dt></dl>
</dd>
<dt><font face="helvetica, arial"><a href="Ragnarok.html#DrawableObj">DrawableObj</a>
</font></dt><dd>
<dl>
<dt><font face="helvetica, arial"><a href="Ragnarok.html#Animation">Animation</a>
</font></dt><dt><font face="helvetica, arial"><a href="Ragnarok.html#AnimationList">AnimationList</a>
</font></dt><dt><font face="helvetica, arial"><a href="Ragnarok.html#CollidableObj">CollidableObj</a>
</font></dt><dd>
<dl>
<dt><font face="helvetica, arial"><a href="Ragnarok.html#AABoundingBox">AABoundingBox</a>
</font></dt><dt><font face="helvetica, arial"><a href="Ragnarok.html#BoundingCircle">BoundingCircle</a>
</font></dt></dl>
</dd>
<dt><font face="helvetica, arial"><a href="Ragnarok.html#CollisionManager">CollisionManager</a>
</font></dt><dt><font face="helvetica, arial"><a href="Ragnarok.html#GUIButton">GUIButton</a>
</font></dt><dt><font face="helvetica, arial"><a href="Ragnarok.html#GUIMenu">GUIMenu</a>
</font></dt><dt><font face="helvetica, arial"><a href="Ragnarok.html#ParticleEmitter">ParticleEmitter</a>
</font></dt><dt><font face="helvetica, arial"><a href="Ragnarok.html#Sprite">Sprite</a>
</font></dt><dd>
<dl>
<dt><font face="helvetica, arial"><a href="Ragnarok.html#Particle">Particle</a>
</font></dt><dt><font face="helvetica, arial"><a href="Ragnarok.html#SpriteSheet">SpriteSheet</a>
</font></dt><dt><font face="helvetica, arial"><a href="Ragnarok.html#TileMapObject">TileMapObject</a>
</font></dt><dt><font face="helvetica, arial"><a href="Ragnarok.html#Warp">Warp</a>
</font></dt></dl>
</dd>
<dt><font face="helvetica, arial"><a href="Ragnarok.html#Text">Text</a>
</font></dt><dt><font face="helvetica, arial"><a href="Ragnarok.html#Tile">Tile</a>
</font></dt><dt><font face="helvetica, arial"><a href="Ragnarok.html#TileMap">TileMap</a>
</font></dt></dl>
</dd>
<dt><font face="helvetica, arial"><a href="Ragnarok.html#Keyboard">Keyboard</a>
</font></dt><dt><font face="helvetica, arial"><a href="Ragnarok.html#Mouse">Mouse</a>
</font></dt><dt><font face="helvetica, arial"><a href="Ragnarok.html#PhysicsObj">PhysicsObj</a>
</font></dt><dt><font face="helvetica, arial"><a href="Ragnarok.html#Timer">Timer</a>
</font></dt></dl>
</dd>
<dt><font face="helvetica, arial"><a href="Ragnarok.html#Vector2">Vector2</a>
</font></dt><dt><font face="helvetica, arial"><a href="Ragnarok.html#Vector3">Vector3</a>
</font></dt><dt><font face="helvetica, arial"><a href="Ragnarok.html#Vector4">Vector4</a>
</font></dt><dt><font face="helvetica, arial"><a href="Ragnarok.html#World">World</a>
</font></dt></dl>
</dd>
</dl>
<p>
<table width="100%" cellspacing=0 cellpadding=2 border=0 summary="section">
<tr bgcolor="#ffc8d8">
<td colspan=3 valign=bottom> <br>
<font color="#000000" face="helvetica, arial"><a name="AABoundingBox">class <strong>AABoundingBox</strong></a>(<a href="Ragnarok.html#CollidableObj">CollidableObj</a>)</font></td></tr>
<tr bgcolor="#ffc8d8"><td rowspan=2><tt> </tt></td>
<td colspan=2><tt>Represents an axis aligned bounding box.<br> </tt></td></tr>
<tr><td> </td>
<td width="100%"><dl><dt>Method resolution order:</dt>
<dd><a href="Ragnarok.html#AABoundingBox">AABoundingBox</a></dd>
<dd><a href="Ragnarok.html#CollidableObj">CollidableObj</a></dd>
<dd><a href="Ragnarok.html#DrawableObj">DrawableObj</a></dd>
<dd><a href="Ragnarok.html#UpdatableObj">UpdatableObj</a></dd>
<dd><a href="__builtin__.html#object">__builtin__.object</a></dd>
</dl>
<hr>
Methods defined here:<br>
<dl><dt><a name="AABoundingBox-draw"><strong>draw</strong></a>(self, milliseconds, surface)</dt></dl>
<dl><dt><a name="AABoundingBox-is_colliding"><strong>is_colliding</strong></a>(self, other)</dt><dd><tt>Check to see if two AABoundingBoxes are colliding.</tt></dd></dl>
<hr>
Methods inherited from <a href="Ragnarok.html#CollidableObj">CollidableObj</a>:<br>
<dl><dt><a name="AABoundingBox-__init__"><strong>__init__</strong></a>(self, collision_function<font color="#909090">=None</font>, tag<font color="#909090">=''</font>, parent<font color="#909090">=None</font>)</dt><dd><tt>collision_function is the function that should execute when there is a collision.<br>
It should take one parameter, a reference to the other collision <a href="__builtin__.html#object">object</a>.<br>
parent is the <a href="__builtin__.html#object">object</a> that this collidable <a href="__builtin__.html#object">object</a> is attached to.</tt></dd></dl>
<dl><dt><a name="AABoundingBox-collision_response"><strong>collision_response</strong></a>(self, other)</dt><dd><tt>The method that executes when a collision is detected.<br>
collision_function(self, other) is called when this method is executed.</tt></dd></dl>
<hr>
Methods inherited from <a href="Ragnarok.html#DrawableObj">DrawableObj</a>:<br>
<dl><dt><a name="AABoundingBox-hide"><strong>hide</strong></a>(self)</dt><dd><tt>Disable and hide the <a href="__builtin__.html#object">object</a>.</tt></dd></dl>
<dl><dt><a name="AABoundingBox-is_visible_to_camera"><strong>is_visible_to_camera</strong></a>(self, camera)</dt><dd><tt>Is the <a href="__builtin__.html#object">object</a> visible to the camera?</tt></dd></dl>
<dl><dt><a name="AABoundingBox-show"><strong>show</strong></a>(self)</dt><dd><tt>Enable and show the <a href="__builtin__.html#object">object</a>.</tt></dd></dl>
<hr>
Methods inherited from <a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>:<br>
<dl><dt><a name="AABoundingBox-__str__"><strong>__str__</strong></a>(self)</dt></dl>
<dl><dt><a name="AABoundingBox-update"><strong>update</strong></a>(self, milliseconds)</dt></dl>
<hr>
Data descriptors inherited from <a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>:<br>
<dl><dt><strong>__dict__</strong></dt>
<dd><tt>dictionary for instance variables (if defined)</tt></dd>
</dl>
<dl><dt><strong>__weakref__</strong></dt>
<dd><tt>list of weak references to the object (if defined)</tt></dd>
</dl>
</td></tr></table> <p>
<table width="100%" cellspacing=0 cellpadding=2 border=0 summary="section">
<tr bgcolor="#ffc8d8">
<td colspan=3 valign=bottom> <br>
<font color="#000000" face="helvetica, arial"><a name="Animation">class <strong>Animation</strong></a>(<a href="Ragnarok.html#DrawableObj">DrawableObj</a>)</font></td></tr>
<tr><td bgcolor="#ffc8d8"><tt> </tt></td><td> </td>
<td width="100%"><dl><dt>Method resolution order:</dt>
<dd><a href="Ragnarok.html#Animation">Animation</a></dd>
<dd><a href="Ragnarok.html#DrawableObj">DrawableObj</a></dd>
<dd><a href="Ragnarok.html#UpdatableObj">UpdatableObj</a></dd>
<dd><a href="__builtin__.html#object">__builtin__.object</a></dd>
</dl>
<hr>
Methods defined here:<br>
<dl><dt><a name="Animation-__init__"><strong>__init__</strong></a>(self, sprite_sheet, frame_rate<font color="#909090">=24</font>, end_frame<font color="#909090">=0</font>)</dt><dd><tt>sprite_sheet is a <a href="#SpriteSheet">SpriteSheet</a> that our animation will pull its cells from.<br>
end_frame is the ending frame of the animation. 0 or less indicates to use the number of frames in the sprite_sheet<br>
Note that the animation cannot run any faster than the game's FPS. If the game runs at 60fps, the best the animation can do is 60fps as well.</tt></dd></dl>
<dl><dt><a name="Animation-draw"><strong>draw</strong></a>(self, milliseconds, surface)</dt></dl>
<dl><dt><a name="Animation-get_frame_rate"><strong>get_frame_rate</strong></a>(self)</dt></dl>
<dl><dt><a name="Animation-increment_frame"><strong>increment_frame</strong></a>(self)</dt><dd><tt>Increment a frame of the animation.</tt></dd></dl>
<dl><dt><a name="Animation-set_frame_rate"><strong>set_frame_rate</strong></a>(self, value)</dt></dl>
<dl><dt><a name="Animation-update"><strong>update</strong></a>(self, milliseconds)</dt></dl>
<hr>
Data descriptors defined here:<br>
<dl><dt><strong>frame_rate</strong></dt>
</dl>
<hr>
Methods inherited from <a href="Ragnarok.html#DrawableObj">DrawableObj</a>:<br>
<dl><dt><a name="Animation-hide"><strong>hide</strong></a>(self)</dt><dd><tt>Disable and hide the <a href="__builtin__.html#object">object</a>.</tt></dd></dl>
<dl><dt><a name="Animation-is_visible_to_camera"><strong>is_visible_to_camera</strong></a>(self, camera)</dt><dd><tt>Is the <a href="__builtin__.html#object">object</a> visible to the camera?</tt></dd></dl>
<dl><dt><a name="Animation-show"><strong>show</strong></a>(self)</dt><dd><tt>Enable and show the <a href="__builtin__.html#object">object</a>.</tt></dd></dl>
<hr>
Methods inherited from <a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>:<br>
<dl><dt><a name="Animation-__str__"><strong>__str__</strong></a>(self)</dt></dl>
<hr>
Data descriptors inherited from <a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>:<br>
<dl><dt><strong>__dict__</strong></dt>
<dd><tt>dictionary for instance variables (if defined)</tt></dd>
</dl>
<dl><dt><strong>__weakref__</strong></dt>
<dd><tt>list of weak references to the object (if defined)</tt></dd>
</dl>
</td></tr></table> <p>
<table width="100%" cellspacing=0 cellpadding=2 border=0 summary="section">
<tr bgcolor="#ffc8d8">
<td colspan=3 valign=bottom> <br>
<font color="#000000" face="helvetica, arial"><a name="AnimationList">class <strong>AnimationList</strong></a>(<a href="Ragnarok.html#DrawableObj">DrawableObj</a>)</font></td></tr>
<tr bgcolor="#ffc8d8"><td rowspan=2><tt> </tt></td>
<td colspan=2><tt>Represents an animation that is made up of seperate images rather than a single spritesheet.<br> </tt></td></tr>
<tr><td> </td>
<td width="100%"><dl><dt>Method resolution order:</dt>
<dd><a href="Ragnarok.html#AnimationList">AnimationList</a></dd>
<dd><a href="Ragnarok.html#DrawableObj">DrawableObj</a></dd>
<dd><a href="Ragnarok.html#UpdatableObj">UpdatableObj</a></dd>
<dd><a href="__builtin__.html#object">__builtin__.object</a></dd>
</dl>
<hr>
Methods defined here:<br>
<dl><dt><a name="AnimationList-__init__"><strong>__init__</strong></a>(self)</dt></dl>
<dl><dt><a name="AnimationList-copy"><strong>copy</strong></a>(self)</dt><dd><tt>Create a copy of the animation.</tt></dd></dl>
<dl><dt><a name="AnimationList-draw"><strong>draw</strong></a>(self, milliseconds, surface)</dt></dl>
<dl><dt><a name="AnimationList-get_coords"><strong>get_coords</strong></a>(self)</dt></dl>
<dl><dt><a name="AnimationList-get_currently_display_image"><strong>get_currently_display_image</strong></a>(self)</dt><dd><tt>Get the image that is currently displaying in this animation.</tt></dd></dl>
<dl><dt><a name="AnimationList-get_frame_rate"><strong>get_frame_rate</strong></a>(self)</dt></dl>
<dl><dt><a name="AnimationList-get_hflip"><strong>get_hflip</strong></a>(self)</dt><dd><tt>Get the horizontal flip status of the animation.</tt></dd></dl>
<dl><dt><a name="AnimationList-get_image_height"><strong>get_image_height</strong></a>(self)</dt><dd><tt>Get the height of the currently displayed image.</tt></dd></dl>
<dl><dt><a name="AnimationList-get_image_width"><strong>get_image_width</strong></a>(self)</dt><dd><tt>Get the width of the currently displayed image.</tt></dd></dl>
<dl><dt><a name="AnimationList-get_origin"><strong>get_origin</strong></a>(self)</dt><dd><tt>Get the origin of the currently displayed frame.</tt></dd></dl>
<dl><dt><a name="AnimationList-get_vflip"><strong>get_vflip</strong></a>(self)</dt><dd><tt>Get the vertical flip status of the animation.</tt></dd></dl>
<dl><dt><a name="AnimationList-increment_frame"><strong>increment_frame</strong></a>(self)</dt><dd><tt>Increment a frame of the animation.</tt></dd></dl>
<dl><dt><a name="AnimationList-set_coords"><strong>set_coords</strong></a>(self, value)</dt><dd><tt>Set all the images contained in the animation to the specified value.</tt></dd></dl>
<dl><dt><a name="AnimationList-set_frame_rate"><strong>set_frame_rate</strong></a>(self, value)</dt></dl>
<dl><dt><a name="AnimationList-set_hflip"><strong>set_hflip</strong></a>(self, val)</dt><dd><tt>Flip all the images in the animation list horizontally.</tt></dd></dl>
<dl><dt><a name="AnimationList-set_vflip"><strong>set_vflip</strong></a>(self, val)</dt><dd><tt>Flip all the images in the animation list vertically.</tt></dd></dl>
<dl><dt><a name="AnimationList-update"><strong>update</strong></a>(self, milliseconds)</dt></dl>
<hr>
Data descriptors defined here:<br>
<dl><dt><strong>coords</strong></dt>
</dl>
<dl><dt><strong>frame_rate</strong></dt>
</dl>
<dl><dt><strong>h_flip</strong></dt>
<dd><tt>Get the horizontal flip status of the animation.</tt></dd>
</dl>
<dl><dt><strong>origin</strong></dt>
<dd><tt>Get the origin of the currently displayed frame.</tt></dd>
</dl>
<dl><dt><strong>v_flip</strong></dt>
<dd><tt>Get the vertical flip status of the animation.</tt></dd>
</dl>
<hr>
Methods inherited from <a href="Ragnarok.html#DrawableObj">DrawableObj</a>:<br>
<dl><dt><a name="AnimationList-hide"><strong>hide</strong></a>(self)</dt><dd><tt>Disable and hide the <a href="__builtin__.html#object">object</a>.</tt></dd></dl>
<dl><dt><a name="AnimationList-is_visible_to_camera"><strong>is_visible_to_camera</strong></a>(self, camera)</dt><dd><tt>Is the <a href="__builtin__.html#object">object</a> visible to the camera?</tt></dd></dl>
<dl><dt><a name="AnimationList-show"><strong>show</strong></a>(self)</dt><dd><tt>Enable and show the <a href="__builtin__.html#object">object</a>.</tt></dd></dl>
<hr>
Methods inherited from <a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>:<br>
<dl><dt><a name="AnimationList-__str__"><strong>__str__</strong></a>(self)</dt></dl>
<hr>
Data descriptors inherited from <a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>:<br>
<dl><dt><strong>__dict__</strong></dt>
<dd><tt>dictionary for instance variables (if defined)</tt></dd>
</dl>
<dl><dt><strong>__weakref__</strong></dt>
<dd><tt>list of weak references to the object (if defined)</tt></dd>
</dl>
</td></tr></table> <p>
<table width="100%" cellspacing=0 cellpadding=2 border=0 summary="section">
<tr bgcolor="#ffc8d8">
<td colspan=3 valign=bottom> <br>
<font color="#000000" face="helvetica, arial"><a name="BoundingCircle">class <strong>BoundingCircle</strong></a>(<a href="Ragnarok.html#CollidableObj">CollidableObj</a>)</font></td></tr>
<tr><td bgcolor="#ffc8d8"><tt> </tt></td><td> </td>
<td width="100%"><dl><dt>Method resolution order:</dt>
<dd><a href="Ragnarok.html#BoundingCircle">BoundingCircle</a></dd>
<dd><a href="Ragnarok.html#CollidableObj">CollidableObj</a></dd>
<dd><a href="Ragnarok.html#DrawableObj">DrawableObj</a></dd>
<dd><a href="Ragnarok.html#UpdatableObj">UpdatableObj</a></dd>
<dd><a href="__builtin__.html#object">__builtin__.object</a></dd>
</dl>
<hr>
Methods defined here:<br>
<dl><dt><a name="BoundingCircle-__init__"><strong>__init__</strong></a>(self, coords<font color="#909090">=<Ragnarok.Vector2 object></font>, radius<font color="#909090">=0.0</font>, collision_response<font color="#909090">=None</font>, tag<font color="#909090">=''</font>)</dt></dl>
<dl><dt><a name="BoundingCircle-draw"><strong>draw</strong></a>(self, milliseconds, surface)</dt></dl>
<dl><dt><a name="BoundingCircle-is_colliding"><strong>is_colliding</strong></a>(self, other)</dt><dd><tt>Check to see if two circles are colliding.</tt></dd></dl>
<hr>
Methods inherited from <a href="Ragnarok.html#CollidableObj">CollidableObj</a>:<br>
<dl><dt><a name="BoundingCircle-collision_response"><strong>collision_response</strong></a>(self, other)</dt><dd><tt>The method that executes when a collision is detected.<br>
collision_function(self, other) is called when this method is executed.</tt></dd></dl>
<hr>
Methods inherited from <a href="Ragnarok.html#DrawableObj">DrawableObj</a>:<br>
<dl><dt><a name="BoundingCircle-hide"><strong>hide</strong></a>(self)</dt><dd><tt>Disable and hide the <a href="__builtin__.html#object">object</a>.</tt></dd></dl>
<dl><dt><a name="BoundingCircle-is_visible_to_camera"><strong>is_visible_to_camera</strong></a>(self, camera)</dt><dd><tt>Is the <a href="__builtin__.html#object">object</a> visible to the camera?</tt></dd></dl>
<dl><dt><a name="BoundingCircle-show"><strong>show</strong></a>(self)</dt><dd><tt>Enable and show the <a href="__builtin__.html#object">object</a>.</tt></dd></dl>
<hr>
Methods inherited from <a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>:<br>
<dl><dt><a name="BoundingCircle-__str__"><strong>__str__</strong></a>(self)</dt></dl>
<dl><dt><a name="BoundingCircle-update"><strong>update</strong></a>(self, milliseconds)</dt></dl>
<hr>
Data descriptors inherited from <a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>:<br>
<dl><dt><strong>__dict__</strong></dt>
<dd><tt>dictionary for instance variables (if defined)</tt></dd>
</dl>
<dl><dt><strong>__weakref__</strong></dt>
<dd><tt>list of weak references to the object (if defined)</tt></dd>
</dl>
</td></tr></table> <p>
<table width="100%" cellspacing=0 cellpadding=2 border=0 summary="section">
<tr bgcolor="#ffc8d8">
<td colspan=3 valign=bottom> <br>
<font color="#000000" face="helvetica, arial"><a name="Camera">class <strong>Camera</strong></a>(<a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>)</font></td></tr>
<tr><td bgcolor="#ffc8d8"><tt> </tt></td><td> </td>
<td width="100%"><dl><dt>Method resolution order:</dt>
<dd><a href="Ragnarok.html#Camera">Camera</a></dd>
<dd><a href="Ragnarok.html#UpdatableObj">UpdatableObj</a></dd>
<dd><a href="__builtin__.html#object">__builtin__.object</a></dd>
</dl>
<hr>
Methods defined here:<br>
<dl><dt><a name="Camera-Reset"><strong>Reset</strong></a>(self)</dt><dd><tt>Reset the camera back to its defaults.</tt></dd></dl>
<dl><dt><a name="Camera-__init__"><strong>__init__</strong></a>(self)</dt></dl>
<dl><dt><a name="Camera-check_bounds"><strong>check_bounds</strong></a>(self)</dt><dd><tt>Make sure the camera is not outside if its legal range.</tt></dd></dl>
<dl><dt><a name="Camera-get_cam_bounds"><strong>get_cam_bounds</strong></a>(self)</dt><dd><tt>Return the bounds of the camera in x, y, xMax, and yMax format.</tt></dd></dl>
<dl><dt><a name="Camera-get_movement_delta"><strong>get_movement_delta</strong></a>(self)</dt><dd><tt>Get the amount the camera has moved since get_movement_delta was last called.</tt></dd></dl>
<dl><dt><a name="Camera-get_world_pos"><strong>get_world_pos</strong></a>(self)</dt><dd><tt>Get the position of the camera in world coordinates.</tt></dd></dl>
<dl><dt><a name="Camera-update"><strong>update</strong></a>(self, milliseconds)</dt></dl>
<dl><dt><a name="Camera-update_view_bounds"><strong>update_view_bounds</strong></a>(self)</dt><dd><tt>Update the camera's view bounds.</tt></dd></dl>
<hr>
Methods inherited from <a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>:<br>
<dl><dt><a name="Camera-__str__"><strong>__str__</strong></a>(self)</dt></dl>
<hr>
Data descriptors inherited from <a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>:<br>
<dl><dt><strong>__dict__</strong></dt>
<dd><tt>dictionary for instance variables (if defined)</tt></dd>
</dl>
<dl><dt><strong>__weakref__</strong></dt>
<dd><tt>list of weak references to the object (if defined)</tt></dd>
</dl>
</td></tr></table> <p>
<table width="100%" cellspacing=0 cellpadding=2 border=0 summary="section">
<tr bgcolor="#ffc8d8">
<td colspan=3 valign=bottom> <br>
<font color="#000000" face="helvetica, arial"><a name="CameraUpdater">class <strong>CameraUpdater</strong></a>(<a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>)</font></td></tr>
<tr bgcolor="#ffc8d8"><td rowspan=2><tt> </tt></td>
<td colspan=2><tt>Provides a class that updates the camera.<br> </tt></td></tr>
<tr><td> </td>
<td width="100%"><dl><dt>Method resolution order:</dt>
<dd><a href="Ragnarok.html#CameraUpdater">CameraUpdater</a></dd>
<dd><a href="Ragnarok.html#UpdatableObj">UpdatableObj</a></dd>
<dd><a href="__builtin__.html#object">__builtin__.object</a></dd>
</dl>
<hr>
Methods defined here:<br>
<dl><dt><a name="CameraUpdater-__init__"><strong>__init__</strong></a>(self)</dt></dl>
<dl><dt><a name="CameraUpdater-update"><strong>update</strong></a>(self, milliseconds, camera, desiredPan)</dt></dl>
<hr>
Methods inherited from <a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>:<br>
<dl><dt><a name="CameraUpdater-__str__"><strong>__str__</strong></a>(self)</dt></dl>
<hr>
Data descriptors inherited from <a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>:<br>
<dl><dt><strong>__dict__</strong></dt>
<dd><tt>dictionary for instance variables (if defined)</tt></dd>
</dl>
<dl><dt><strong>__weakref__</strong></dt>
<dd><tt>list of weak references to the object (if defined)</tt></dd>
</dl>
</td></tr></table> <p>
<table width="100%" cellspacing=0 cellpadding=2 border=0 summary="section">
<tr bgcolor="#ffc8d8">
<td colspan=3 valign=bottom> <br>
<font color="#000000" face="helvetica, arial"><a name="CollidableObj">class <strong>CollidableObj</strong></a>(<a href="Ragnarok.html#DrawableObj">DrawableObj</a>)</font></td></tr>
<tr bgcolor="#ffc8d8"><td rowspan=2><tt> </tt></td>
<td colspan=2><tt>Provides an abstract base class for collidable objects.<br> </tt></td></tr>
<tr><td> </td>
<td width="100%"><dl><dt>Method resolution order:</dt>
<dd><a href="Ragnarok.html#CollidableObj">CollidableObj</a></dd>
<dd><a href="Ragnarok.html#DrawableObj">DrawableObj</a></dd>
<dd><a href="Ragnarok.html#UpdatableObj">UpdatableObj</a></dd>
<dd><a href="__builtin__.html#object">__builtin__.object</a></dd>
</dl>
<hr>
Methods defined here:<br>
<dl><dt><a name="CollidableObj-__init__"><strong>__init__</strong></a>(self, collision_function<font color="#909090">=None</font>, tag<font color="#909090">=''</font>, parent<font color="#909090">=None</font>)</dt><dd><tt>collision_function is the function that should execute when there is a collision.<br>
It should take one parameter, a reference to the other collision <a href="__builtin__.html#object">object</a>.<br>
parent is the <a href="__builtin__.html#object">object</a> that this collidable <a href="__builtin__.html#object">object</a> is attached to.</tt></dd></dl>
<dl><dt><a name="CollidableObj-collision_response"><strong>collision_response</strong></a>(self, other)</dt><dd><tt>The method that executes when a collision is detected.<br>
collision_function(self, other) is called when this method is executed.</tt></dd></dl>
<dl><dt><a name="CollidableObj-draw"><strong>draw</strong></a>(self, milliseconds, surface)</dt><dd><tt>Render the bounds of this collision ojbect onto the specified surface.</tt></dd></dl>
<dl><dt><a name="CollidableObj-is_colliding"><strong>is_colliding</strong></a>(self, other)</dt></dl>
<hr>
Methods inherited from <a href="Ragnarok.html#DrawableObj">DrawableObj</a>:<br>
<dl><dt><a name="CollidableObj-hide"><strong>hide</strong></a>(self)</dt><dd><tt>Disable and hide the <a href="__builtin__.html#object">object</a>.</tt></dd></dl>
<dl><dt><a name="CollidableObj-is_visible_to_camera"><strong>is_visible_to_camera</strong></a>(self, camera)</dt><dd><tt>Is the <a href="__builtin__.html#object">object</a> visible to the camera?</tt></dd></dl>
<dl><dt><a name="CollidableObj-show"><strong>show</strong></a>(self)</dt><dd><tt>Enable and show the <a href="__builtin__.html#object">object</a>.</tt></dd></dl>
<hr>
Methods inherited from <a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>:<br>
<dl><dt><a name="CollidableObj-__str__"><strong>__str__</strong></a>(self)</dt></dl>
<dl><dt><a name="CollidableObj-update"><strong>update</strong></a>(self, milliseconds)</dt></dl>
<hr>
Data descriptors inherited from <a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>:<br>
<dl><dt><strong>__dict__</strong></dt>
<dd><tt>dictionary for instance variables (if defined)</tt></dd>
</dl>
<dl><dt><strong>__weakref__</strong></dt>
<dd><tt>list of weak references to the object (if defined)</tt></dd>
</dl>
</td></tr></table> <p>
<table width="100%" cellspacing=0 cellpadding=2 border=0 summary="section">
<tr bgcolor="#ffc8d8">
<td colspan=3 valign=bottom> <br>
<font color="#000000" face="helvetica, arial"><a name="CollisionManager">class <strong>CollisionManager</strong></a>(<a href="Ragnarok.html#DrawableObj">DrawableObj</a>)</font></td></tr>
<tr bgcolor="#ffc8d8"><td rowspan=2><tt> </tt></td>
<td colspan=2><tt>Handles the collisions between all Collidable Objects.<br> </tt></td></tr>
<tr><td> </td>
<td width="100%"><dl><dt>Method resolution order:</dt>
<dd><a href="Ragnarok.html#CollisionManager">CollisionManager</a></dd>
<dd><a href="Ragnarok.html#DrawableObj">DrawableObj</a></dd>
<dd><a href="Ragnarok.html#UpdatableObj">UpdatableObj</a></dd>
<dd><a href="__builtin__.html#object">__builtin__.object</a></dd>
</dl>
<hr>
Methods defined here:<br>
<dl><dt><a name="CollisionManager-__init__"><strong>__init__</strong></a>(self)</dt></dl>
<dl><dt><a name="CollisionManager-draw"><strong>draw</strong></a>(self, milliseconds, surface)</dt><dd><tt>Render each of the collision objects onto the specified surface.</tt></dd></dl>
<dl><dt><a name="CollisionManager-run_brute"><strong>run_brute</strong></a>(self)</dt><dd><tt>A nightmare if looked at by a performance standpoint, but it gets the job done,<br>
at least for now.<br>
<br>
Checks everything against everything and handles all collision reactions.</tt></dd></dl>
<dl><dt><a name="CollisionManager-update"><strong>update</strong></a>(self, milliseconds)</dt></dl>
<hr>
Static methods defined here:<br>
<dl><dt><a name="CollisionManager-add_object"><strong>add_object</strong></a>(collision_object)</dt><dd><tt>Add a collision <a href="__builtin__.html#object">object</a> to the Manager</tt></dd></dl>
<dl><dt><a name="CollisionManager-find_by_tag"><strong>find_by_tag</strong></a>(tag)</dt><dd><tt>Find a collision <a href="__builtin__.html#object">object</a> based on its tag property.</tt></dd></dl>
<dl><dt><a name="CollisionManager-query_all_collisions"><strong>query_all_collisions</strong></a>(collision_object)</dt><dd><tt>Check for and return the full list of objects colliding with collision_object</tt></dd></dl>
<dl><dt><a name="CollisionManager-query_collision"><strong>query_collision</strong></a>(collision_object)</dt><dd><tt>Check to see if the specified <a href="__builtin__.html#object">object</a> is colliding with any of the objects currently in the Collision Manager<br>
Returns the first <a href="__builtin__.html#object">object</a> we are colliding with if there was a collision and None if no collisions was found</tt></dd></dl>
<dl><dt><a name="CollisionManager-remove_all"><strong>remove_all</strong></a>()</dt><dd><tt>Remove all objects from the collosion manager.</tt></dd></dl>
<dl><dt><a name="CollisionManager-remove_object"><strong>remove_object</strong></a>(collision_object)</dt><dd><tt>Remove the collision <a href="__builtin__.html#object">object</a> from the Manager</tt></dd></dl>
<hr>
Data and other attributes defined here:<br>
<dl><dt><strong>collidable_objects</strong> = []</dl>
<hr>
Methods inherited from <a href="Ragnarok.html#DrawableObj">DrawableObj</a>:<br>
<dl><dt><a name="CollisionManager-hide"><strong>hide</strong></a>(self)</dt><dd><tt>Disable and hide the <a href="__builtin__.html#object">object</a>.</tt></dd></dl>
<dl><dt><a name="CollisionManager-is_visible_to_camera"><strong>is_visible_to_camera</strong></a>(self, camera)</dt><dd><tt>Is the <a href="__builtin__.html#object">object</a> visible to the camera?</tt></dd></dl>
<dl><dt><a name="CollisionManager-show"><strong>show</strong></a>(self)</dt><dd><tt>Enable and show the <a href="__builtin__.html#object">object</a>.</tt></dd></dl>
<hr>
Methods inherited from <a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>:<br>
<dl><dt><a name="CollisionManager-__str__"><strong>__str__</strong></a>(self)</dt></dl>
<hr>
Data descriptors inherited from <a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>:<br>
<dl><dt><strong>__dict__</strong></dt>
<dd><tt>dictionary for instance variables (if defined)</tt></dd>
</dl>
<dl><dt><strong>__weakref__</strong></dt>
<dd><tt>list of weak references to the object (if defined)</tt></dd>
</dl>
</td></tr></table> <p>
<table width="100%" cellspacing=0 cellpadding=2 border=0 summary="section">
<tr bgcolor="#ffc8d8">
<td colspan=3 valign=bottom> <br>
<font color="#000000" face="helvetica, arial"><a name="DrawableObj">class <strong>DrawableObj</strong></a>(<a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>)</font></td></tr>
<tr bgcolor="#ffc8d8"><td rowspan=2><tt> </tt></td>
<td colspan=2><tt>An <a href="__builtin__.html#object">object</a> that represents something that can be drawn.<br> </tt></td></tr>
<tr><td> </td>
<td width="100%"><dl><dt>Method resolution order:</dt>
<dd><a href="Ragnarok.html#DrawableObj">DrawableObj</a></dd>
<dd><a href="Ragnarok.html#UpdatableObj">UpdatableObj</a></dd>
<dd><a href="__builtin__.html#object">__builtin__.object</a></dd>
</dl>
<hr>
Methods defined here:<br>
<dl><dt><a name="DrawableObj-__init__"><strong>__init__</strong></a>(self, update_order<font color="#909090">=0</font>, draw_order<font color="#909090">=0</font>)</dt></dl>
<dl><dt><a name="DrawableObj-draw"><strong>draw</strong></a>(self, milliseconds, render_surface)</dt></dl>
<dl><dt><a name="DrawableObj-hide"><strong>hide</strong></a>(self)</dt><dd><tt>Disable and hide the <a href="__builtin__.html#object">object</a>.</tt></dd></dl>
<dl><dt><a name="DrawableObj-is_visible_to_camera"><strong>is_visible_to_camera</strong></a>(self, camera)</dt><dd><tt>Is the <a href="__builtin__.html#object">object</a> visible to the camera?</tt></dd></dl>
<dl><dt><a name="DrawableObj-show"><strong>show</strong></a>(self)</dt><dd><tt>Enable and show the <a href="__builtin__.html#object">object</a>.</tt></dd></dl>
<hr>
Methods inherited from <a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>:<br>
<dl><dt><a name="DrawableObj-__str__"><strong>__str__</strong></a>(self)</dt></dl>
<dl><dt><a name="DrawableObj-update"><strong>update</strong></a>(self, milliseconds)</dt></dl>
<hr>
Data descriptors inherited from <a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>:<br>
<dl><dt><strong>__dict__</strong></dt>
<dd><tt>dictionary for instance variables (if defined)</tt></dd>
</dl>
<dl><dt><strong>__weakref__</strong></dt>
<dd><tt>list of weak references to the object (if defined)</tt></dd>
</dl>
</td></tr></table> <p>
<table width="100%" cellspacing=0 cellpadding=2 border=0 summary="section">
<tr bgcolor="#ffc8d8">
<td colspan=3 valign=bottom> <br>
<font color="#000000" face="helvetica, arial"><a name="GUIButton">class <strong>GUIButton</strong></a>(<a href="Ragnarok.html#DrawableObj">DrawableObj</a>)</font></td></tr>
<tr><td bgcolor="#ffc8d8"><tt> </tt></td><td> </td>
<td width="100%"><dl><dt>Method resolution order:</dt>
<dd><a href="Ragnarok.html#GUIButton">GUIButton</a></dd>
<dd><a href="Ragnarok.html#DrawableObj">DrawableObj</a></dd>
<dd><a href="Ragnarok.html#UpdatableObj">UpdatableObj</a></dd>
<dd><a href="__builtin__.html#object">__builtin__.object</a></dd>
</dl>
<hr>
Methods defined here:<br>
<dl><dt><a name="GUIButton-__init__"><strong>__init__</strong></a>(self)</dt><dd><tt>NOTE: This button doesn't display any graphics by itself. Inherit from it to define its behavior.</tt></dd></dl>
<dl><dt><a name="GUIButton-clicked_action"><strong>clicked_action</strong></a>(self)</dt><dd><tt>ClickedAction is the function that executes when the player clicks the button.<br>
Override this in the inherited class.</tt></dd></dl>
<dl><dt><a name="GUIButton-draw_debug"><strong>draw_debug</strong></a>(self, surface, color<font color="#909090">=(0, 255, 0)</font>)</dt></dl>
<dl><dt><a name="GUIButton-roll_away_action"><strong>roll_away_action</strong></a>(self)</dt><dd><tt>rollAwayAction is the function that executes when the player moves the mouse (or key) away from the button.<br>
Override this in the inherited class.</tt></dd></dl>
<dl><dt><a name="GUIButton-roll_over_action"><strong>roll_over_action</strong></a>(self)</dt><dd><tt>rollOverAction is the function that executes when the player moves the mouse (or key) over the button.<br>
Override this in the inherited class.</tt></dd></dl>
<dl><dt><a name="GUIButton-update"><strong>update</strong></a>(self, milliseconds)</dt></dl>
<hr>
Methods inherited from <a href="Ragnarok.html#DrawableObj">DrawableObj</a>:<br>
<dl><dt><a name="GUIButton-draw"><strong>draw</strong></a>(self, milliseconds, render_surface)</dt></dl>
<dl><dt><a name="GUIButton-hide"><strong>hide</strong></a>(self)</dt><dd><tt>Disable and hide the <a href="__builtin__.html#object">object</a>.</tt></dd></dl>
<dl><dt><a name="GUIButton-is_visible_to_camera"><strong>is_visible_to_camera</strong></a>(self, camera)</dt><dd><tt>Is the <a href="__builtin__.html#object">object</a> visible to the camera?</tt></dd></dl>
<dl><dt><a name="GUIButton-show"><strong>show</strong></a>(self)</dt><dd><tt>Enable and show the <a href="__builtin__.html#object">object</a>.</tt></dd></dl>
<hr>
Methods inherited from <a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>:<br>
<dl><dt><a name="GUIButton-__str__"><strong>__str__</strong></a>(self)</dt></dl>
<hr>
Data descriptors inherited from <a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>:<br>
<dl><dt><strong>__dict__</strong></dt>
<dd><tt>dictionary for instance variables (if defined)</tt></dd>
</dl>
<dl><dt><strong>__weakref__</strong></dt>
<dd><tt>list of weak references to the object (if defined)</tt></dd>
</dl>
</td></tr></table> <p>
<table width="100%" cellspacing=0 cellpadding=2 border=0 summary="section">
<tr bgcolor="#ffc8d8">
<td colspan=3 valign=bottom> <br>
<font color="#000000" face="helvetica, arial"><a name="GUIMenu">class <strong>GUIMenu</strong></a>(<a href="Ragnarok.html#DrawableObj">DrawableObj</a>)</font></td></tr>
<tr><td bgcolor="#ffc8d8"><tt> </tt></td><td> </td>
<td width="100%"><dl><dt>Method resolution order:</dt>
<dd><a href="Ragnarok.html#GUIMenu">GUIMenu</a></dd>
<dd><a href="Ragnarok.html#DrawableObj">DrawableObj</a></dd>
<dd><a href="Ragnarok.html#UpdatableObj">UpdatableObj</a></dd>
<dd><a href="__builtin__.html#object">__builtin__.object</a></dd>
</dl>
<hr>
Methods defined here:<br>
<dl><dt><a name="GUIMenu-__init__"><strong>__init__</strong></a>(self)</dt></dl>
<dl><dt><a name="GUIMenu-draw"><strong>draw</strong></a>(self, milliseconds, surface)</dt></dl>
<dl><dt><a name="GUIMenu-move_down"><strong>move_down</strong></a>(self)</dt><dd><tt>Try to select the button under the currently selected one.<br>
If a button is not there, wrap down to the top of the menu and select the first button.</tt></dd></dl>
<dl><dt><a name="GUIMenu-move_up"><strong>move_up</strong></a>(self)</dt><dd><tt>Try to select the button above the currently selected one.<br>
If a button is not there, wrap down to the bottom of the menu and select the last button.</tt></dd></dl>
<dl><dt><a name="GUIMenu-set_keyboard_focus"><strong>set_keyboard_focus</strong></a>(self, move_up, move_down, select)</dt><dd><tt>Set the keyboard as the <a href="__builtin__.html#object">object</a> that controls the menu.<br>
move_up is from the pygame.KEYS enum that defines what button causes the menu selection to move up.<br>
move_down is from the pygame.KEYS enum that defines what button causes the menu selection to move down.<br>
select is from the pygame.KEYS enum that defines what button causes the button to be selected.</tt></dd></dl>
<dl><dt><a name="GUIMenu-set_mouse_focus"><strong>set_mouse_focus</strong></a>(self)</dt><dd><tt>Set the mouse as the <a href="__builtin__.html#object">object</a> that controls the menu.</tt></dd></dl>
<dl><dt><a name="GUIMenu-update"><strong>update</strong></a>(self, milliseconds)</dt></dl>
<hr>
Methods inherited from <a href="Ragnarok.html#DrawableObj">DrawableObj</a>:<br>
<dl><dt><a name="GUIMenu-hide"><strong>hide</strong></a>(self)</dt><dd><tt>Disable and hide the <a href="__builtin__.html#object">object</a>.</tt></dd></dl>
<dl><dt><a name="GUIMenu-is_visible_to_camera"><strong>is_visible_to_camera</strong></a>(self, camera)</dt><dd><tt>Is the <a href="__builtin__.html#object">object</a> visible to the camera?</tt></dd></dl>
<dl><dt><a name="GUIMenu-show"><strong>show</strong></a>(self)</dt><dd><tt>Enable and show the <a href="__builtin__.html#object">object</a>.</tt></dd></dl>
<hr>
Methods inherited from <a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>:<br>
<dl><dt><a name="GUIMenu-__str__"><strong>__str__</strong></a>(self)</dt></dl>
<hr>
Data descriptors inherited from <a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>:<br>
<dl><dt><strong>__dict__</strong></dt>
<dd><tt>dictionary for instance variables (if defined)</tt></dd>
</dl>
<dl><dt><strong>__weakref__</strong></dt>
<dd><tt>list of weak references to the object (if defined)</tt></dd>
</dl>
</td></tr></table> <p>
<table width="100%" cellspacing=0 cellpadding=2 border=0 summary="section">
<tr bgcolor="#ffc8d8">
<td colspan=3 valign=bottom> <br>
<font color="#000000" face="helvetica, arial"><a name="KeyState">class <strong>KeyState</strong></a>(<a href="__builtin__.html#object">__builtin__.object</a>)</font></td></tr>
<tr><td bgcolor="#ffc8d8"><tt> </tt></td><td> </td>
<td width="100%">Methods defined here:<br>
<dl><dt><a name="KeyState-__init__"><strong>__init__</strong></a>(self)</dt></dl>
<dl><dt><a name="KeyState-copy"><strong>copy</strong></a>(self)</dt></dl>
<dl><dt><a name="KeyState-query_state"><strong>query_state</strong></a>(self, key)</dt><dd><tt>Query the state of a key. True if the key is down, false if it is up.<br>
key is a pygame key.</tt></dd></dl>
<hr>
Data descriptors defined here:<br>
<dl><dt><strong>__dict__</strong></dt>
<dd><tt>dictionary for instance variables (if defined)</tt></dd>
</dl>
<dl><dt><strong>__weakref__</strong></dt>
<dd><tt>list of weak references to the object (if defined)</tt></dd>
</dl>
</td></tr></table> <p>
<table width="100%" cellspacing=0 cellpadding=2 border=0 summary="section">
<tr bgcolor="#ffc8d8">
<td colspan=3 valign=bottom> <br>
<font color="#000000" face="helvetica, arial"><a name="Keyboard">class <strong>Keyboard</strong></a>(<a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>)</font></td></tr>
<tr><td bgcolor="#ffc8d8"><tt> </tt></td><td> </td>
<td width="100%"><dl><dt>Method resolution order:</dt>
<dd><a href="Ragnarok.html#Keyboard">Keyboard</a></dd>
<dd><a href="Ragnarok.html#UpdatableObj">UpdatableObj</a></dd>
<dd><a href="__builtin__.html#object">__builtin__.object</a></dd>
</dl>
<hr>
Methods defined here:<br>
<dl><dt><a name="Keyboard-__init__"><strong>__init__</strong></a>(self)</dt></dl>
<dl><dt><a name="Keyboard-is_any_clicked"><strong>is_any_clicked</strong></a>(self)</dt><dd><tt>Is any button clicked?</tt></dd></dl>
<dl><dt><a name="Keyboard-is_any_down"><strong>is_any_down</strong></a>(self)</dt><dd><tt>Is any button depressed?</tt></dd></dl>
<dl><dt><a name="Keyboard-is_clicked"><strong>is_clicked</strong></a>(self, key)</dt></dl>
<dl><dt><a name="Keyboard-is_down"><strong>is_down</strong></a>(self, key)</dt></dl>
<dl><dt><a name="Keyboard-is_up"><strong>is_up</strong></a>(self, key)</dt></dl>
<dl><dt><a name="Keyboard-update"><strong>update</strong></a>(self, milliseconds)</dt></dl>
<hr>
Methods inherited from <a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>:<br>
<dl><dt><a name="Keyboard-__str__"><strong>__str__</strong></a>(self)</dt></dl>
<hr>
Data descriptors inherited from <a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>:<br>
<dl><dt><strong>__dict__</strong></dt>
<dd><tt>dictionary for instance variables (if defined)</tt></dd>
</dl>
<dl><dt><strong>__weakref__</strong></dt>
<dd><tt>list of weak references to the object (if defined)</tt></dd>
</dl>
</td></tr></table> <p>
<table width="100%" cellspacing=0 cellpadding=2 border=0 summary="section">
<tr bgcolor="#ffc8d8">
<td colspan=3 valign=bottom> <br>
<font color="#000000" face="helvetica, arial"><a name="Matrix4">class <strong>Matrix4</strong></a>(<a href="__builtin__.html#object">__builtin__.object</a>)</font></td></tr>
<tr><td bgcolor="#ffc8d8"><tt> </tt></td><td> </td>
<td width="100%">Methods defined here:<br>
<dl><dt><a name="Matrix4-__getitem__"><strong>__getitem__</strong></a>(self, index)</dt><dd><tt>Get a row from the matrix.</tt></dd></dl>
<dl><dt><a name="Matrix4-__init__"><strong>__init__</strong></a>(self, *args)</dt><dd><tt>*args defines a function that can accept a variable number of parameters.<br>
This allows us to be a bit more flexible in how we can create a Matrix,<br>
as the user can define all four rows, or only one or two rows upon init.</tt></dd></dl>
<dl><dt><a name="Matrix4-__mul__"><strong>__mul__</strong></a>(self, other)</dt></dl>
<dl><dt><a name="Matrix4-__rmul__"><strong>__rmul__</strong></a>(self, other)</dt></dl>
<dl><dt><a name="Matrix4-__str__"><strong>__str__</strong></a>(self)</dt></dl>
<dl><dt><a name="Matrix4-get_col"><strong>get_col</strong></a>(self, col)</dt></dl>
<dl><dt><a name="Matrix4-get_row"><strong>get_row</strong></a>(self, row)</dt></dl>
<dl><dt><a name="Matrix4-inverse_as_orghogonal"><strong>inverse_as_orghogonal</strong></a>()</dt><dd><tt>Get the inverse of this matrix, assuming this matrix is orthogonal.</tt></dd></dl>
<dl><dt><a name="Matrix4-is_identity"><strong>is_identity</strong></a>()</dt><dd><tt>Check to see if this matrix is an identity matrix.</tt></dd></dl>
<dl><dt><a name="Matrix4-is_orthogonal"><strong>is_orthogonal</strong></a>()</dt><dd><tt>Check to see if this matrix is orthogonal.</tt></dd></dl>
<dl><dt><a name="Matrix4-set_col"><strong>set_col</strong></a>(self, col, vec4)</dt></dl>
<dl><dt><a name="Matrix4-set_row"><strong>set_row</strong></a>(self, row, vec4)</dt></dl>
<dl><dt><a name="Matrix4-transpose"><strong>transpose</strong></a>(self)</dt><dd><tt>Create a transpose of this matrix.</tt></dd></dl>
<hr>
Static methods defined here:<br>
<dl><dt><a name="Matrix4-build_rotation"><strong>build_rotation</strong></a>(vec3)</dt><dd><tt>Build a rotation matrix.<br>
vec3 is a <a href="#Vector3">Vector3</a> defining the axis about which to rotate the <a href="__builtin__.html#object">object</a>.</tt></dd></dl>
<dl><dt><a name="Matrix4-identity"><strong>identity</strong></a>()</dt><dd><tt>Create and return an identity matrix.</tt></dd></dl>
<dl><dt><a name="Matrix4-scale"><strong>scale</strong></a>(scaleAmt)</dt><dd><tt>Create a scale matrix.<br>
scaleAmt is a <a href="#Vector3">Vector3</a> defining the x, y, and z scale values.</tt></dd></dl>
<dl><dt><a name="Matrix4-translate"><strong>translate</strong></a>(translationAmt)</dt><dd><tt>Create a translation matrix.</tt></dd></dl>
<dl><dt><a name="Matrix4-x_rotate"><strong>x_rotate</strong></a>(rotationAmt)</dt><dd><tt>Create a matrix that rotates around the x axis.</tt></dd></dl>
<dl><dt><a name="Matrix4-y_rotate"><strong>y_rotate</strong></a>(rotationAmt)</dt><dd><tt>Create a matrix that rotates around the y axis.</tt></dd></dl>
<dl><dt><a name="Matrix4-z_rotate"><strong>z_rotate</strong></a>(rotationAmt)</dt><dd><tt>Create a matrix that rotates around the z axis.</tt></dd></dl>
<hr>
Data descriptors defined here:<br>
<dl><dt><strong>__dict__</strong></dt>
<dd><tt>dictionary for instance variables (if defined)</tt></dd>
</dl>
<dl><dt><strong>__weakref__</strong></dt>
<dd><tt>list of weak references to the object (if defined)</tt></dd>
</dl>
</td></tr></table> <p>
<table width="100%" cellspacing=0 cellpadding=2 border=0 summary="section">
<tr bgcolor="#ffc8d8">
<td colspan=3 valign=bottom> <br>
<font color="#000000" face="helvetica, arial"><a name="Mouse">class <strong>Mouse</strong></a>(<a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>)</font></td></tr>
<tr bgcolor="#ffc8d8"><td rowspan=2><tt> </tt></td>
<td colspan=2><tt>Wraps around Pygame's <a href="#Mouse">Mouse</a> module to provide some more information to the user, such as what buttons were pressed on the previous frame.<br> </tt></td></tr>
<tr><td> </td>
<td width="100%"><dl><dt>Method resolution order:</dt>
<dd><a href="Ragnarok.html#Mouse">Mouse</a></dd>
<dd><a href="Ragnarok.html#UpdatableObj">UpdatableObj</a></dd>
<dd><a href="__builtin__.html#object">__builtin__.object</a></dd>
</dl>
<hr>
Methods defined here:<br>
<dl><dt><a name="Mouse-__init__"><strong>__init__</strong></a>(self)</dt></dl>
<dl><dt><a name="Mouse-is_clicked"><strong>is_clicked</strong></a>(self, MouseStateType)</dt><dd><tt>Did the user depress and release the button to signify a click?<br>
MouseStateType is the button to query. Values found under StateTypes.py</tt></dd></dl>
<dl><dt><a name="Mouse-is_down"><strong>is_down</strong></a>(self, MouseStateType)</dt><dd><tt>Check to see if a button is down.</tt></dd></dl>
<dl><dt><a name="Mouse-is_up"><strong>is_up</strong></a>(self, MouseStateType)</dt><dd><tt>Check to see if a button is up.</tt></dd></dl>
<dl><dt><a name="Mouse-update"><strong>update</strong></a>(self, milliseconds)</dt></dl>
<hr>
Methods inherited from <a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>:<br>
<dl><dt><a name="Mouse-__str__"><strong>__str__</strong></a>(self)</dt></dl>
<hr>
Data descriptors inherited from <a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>:<br>
<dl><dt><strong>__dict__</strong></dt>
<dd><tt>dictionary for instance variables (if defined)</tt></dd>
</dl>
<dl><dt><strong>__weakref__</strong></dt>
<dd><tt>list of weak references to the object (if defined)</tt></dd>
</dl>
</td></tr></table> <p>
<table width="100%" cellspacing=0 cellpadding=2 border=0 summary="section">
<tr bgcolor="#ffc8d8">
<td colspan=3 valign=bottom> <br>
<font color="#000000" face="helvetica, arial"><a name="MouseState">class <strong>MouseState</strong></a>(<a href="__builtin__.html#object">__builtin__.object</a>)</font></td></tr>
<tr bgcolor="#ffc8d8"><td rowspan=2><tt> </tt></td>
<td colspan=2><tt>A structure that contains the states of our mouse buttons.<br> </tt></td></tr>
<tr><td> </td>
<td width="100%">Methods defined here:<br>
<dl><dt><a name="MouseState-__init__"><strong>__init__</strong></a>(self)</dt></dl>
<dl><dt><a name="MouseState-copy"><strong>copy</strong></a>(self)</dt><dd><tt>Create a copy of this <a href="#MouseState">MouseState</a> and return it.</tt></dd></dl>
<dl><dt><a name="MouseState-query_state"><strong>query_state</strong></a>(self, StateType)</dt><dd><tt>Is a button depressed?<br>
True if a button is pressed, false otherwise.</tt></dd></dl>
<hr>
Data descriptors defined here:<br>
<dl><dt><strong>__dict__</strong></dt>
<dd><tt>dictionary for instance variables (if defined)</tt></dd>
</dl>
<dl><dt><strong>__weakref__</strong></dt>
<dd><tt>list of weak references to the object (if defined)</tt></dd>
</dl>
</td></tr></table> <p>
<table width="100%" cellspacing=0 cellpadding=2 border=0 summary="section">
<tr bgcolor="#ffc8d8">
<td colspan=3 valign=bottom> <br>
<font color="#000000" face="helvetica, arial"><a name="Particle">class <strong>Particle</strong></a>(<a href="Ragnarok.html#Sprite">Sprite</a>)</font></td></tr>
<tr><td bgcolor="#ffc8d8"><tt> </tt></td><td> </td>
<td width="100%"><dl><dt>Method resolution order:</dt>
<dd><a href="Ragnarok.html#Particle">Particle</a></dd>
<dd><a href="Ragnarok.html#Sprite">Sprite</a></dd>
<dd><a href="Ragnarok.html#DrawableObj">DrawableObj</a></dd>
<dd><a href="Ragnarok.html#UpdatableObj">UpdatableObj</a></dd>
<dd><a href="__builtin__.html#object">__builtin__.object</a></dd>
</dl>
<hr>
Methods defined here:<br>
<dl><dt><a name="Particle-__init__"><strong>__init__</strong></a>(self, image_path<font color="#909090">=''</font>, color_start<font color="#909090">=(255, 255, 255)</font>, color_end<font color="#909090">=(255, 255, 255)</font>, rotation_range<font color="#909090">=(0, 0)</font>, rotation_speed<font color="#909090">=1.0</font>, start_scale<font color="#909090">=<Ragnarok.Vector2 object></font>, end_scale<font color="#909090">=<Ragnarok.Vector2 object></font>, lifetime<font color="#909090">=1000.0</font>)</dt><dd><tt>image_path is the path to the texture we wish to load.<br>
color_start is the starting color of the particle.<br>
color_end is the ending color of the particle.<br>
rotation_range is a tuple that defines the potential starting rotational values. The rotation will be between the first and second arguments.<br>
rotation_speed is how fast the particle rotates per second.<br>
start_scale is the starting scale of the particle.<br>
end_scale is the ending scale of the particle.<br>
lifetime is the length that the particle exists before dying.</tt></dd></dl>
<dl><dt><a name="Particle-draw"><strong>draw</strong></a>(self, milliseconds, surface)</dt></dl>
<dl><dt><a name="Particle-initalize"><strong>initalize</strong></a>(self, physics_dta)</dt><dd><tt>Prepare our particle for use.<br>
physics_dta describes the velocity, coordinates, and acceleration of the particle.</tt></dd></dl>
<dl><dt><a name="Particle-is_living"><strong>is_living</strong></a>(self)</dt><dd><tt>Is the particle instance still living?</tt></dd></dl>
<dl><dt><a name="Particle-update"><strong>update</strong></a>(self, gametime)</dt></dl>
<hr>
Methods inherited from <a href="Ragnarok.html#Sprite">Sprite</a>:<br>
<dl><dt><a name="Particle-apply_texture"><strong>apply_texture</strong></a>(self, image)</dt><dd><tt>Place a preexisting texture as the sprite's texture.</tt></dd></dl>
<dl><dt><a name="Particle-center_origin"><strong>center_origin</strong></a>(self)</dt><dd><tt>Sets the origin to the center of the image.</tt></dd></dl>
<dl><dt><a name="Particle-get_hflip"><strong>get_hflip</strong></a>(self)</dt></dl>
<dl><dt><a name="Particle-get_origin"><strong>get_origin</strong></a>(self)</dt></dl>
<dl><dt><a name="Particle-get_rotation"><strong>get_rotation</strong></a>(self)</dt></dl>
<dl><dt><a name="Particle-get_scale"><strong>get_scale</strong></a>(self)</dt></dl>
<dl><dt><a name="Particle-get_vflip"><strong>get_vflip</strong></a>(self)</dt></dl>
<dl><dt><a name="Particle-is_visible_to_camera"><strong>is_visible_to_camera</strong></a>(self, camera)</dt></dl>
<dl><dt><a name="Particle-load_texture"><strong>load_texture</strong></a>(self, file_path)</dt><dd><tt>Generate our sprite's surface by loading the specified image from disk. Note that this automatically centers the origin.</tt></dd></dl>
<dl><dt><a name="Particle-scale_to"><strong>scale_to</strong></a>(self, width_height<font color="#909090">=<Ragnarok.Vector2 object></font>)</dt><dd><tt>Scale the texture to the specfied width and height.</tt></dd></dl>
<dl><dt><a name="Particle-set_hflip"><strong>set_hflip</strong></a>(self, val)</dt><dd><tt>val is True or False that determines if we should horizontally flip the surface or not.</tt></dd></dl>
<dl><dt><a name="Particle-set_origin"><strong>set_origin</strong></a>(self, orig)</dt></dl>
<dl><dt><a name="Particle-set_rotation"><strong>set_rotation</strong></a>(self, degrees)</dt></dl>
<dl><dt><a name="Particle-set_scale"><strong>set_scale</strong></a>(self, scale_amt)</dt><dd><tt>Scale the texture.<br>
scale_amt is a <a href="#Vector2">Vector2</a> whose values are between 0 and 1, where 1 is the full texture, and 0 is scaled so that the texture is invisible.<br>
A scale_amt value greater than one will scale the texture to a greater size.</tt></dd></dl>
<dl><dt><a name="Particle-set_vflip"><strong>set_vflip</strong></a>(self, val)</dt><dd><tt>val is True or False that determines if we should vertically flip the surface or not.</tt></dd></dl>
<hr>
Data descriptors inherited from <a href="Ragnarok.html#Sprite">Sprite</a>:<br>
<dl><dt><strong>h_flip</strong></dt>
</dl>
<dl><dt><strong>origin</strong></dt>
</dl>
<dl><dt><strong>rotation</strong></dt>
</dl>
<dl><dt><strong>scale</strong></dt>
</dl>
<dl><dt><strong>v_flip</strong></dt>
</dl>
<hr>
Methods inherited from <a href="Ragnarok.html#DrawableObj">DrawableObj</a>:<br>
<dl><dt><a name="Particle-hide"><strong>hide</strong></a>(self)</dt><dd><tt>Disable and hide the <a href="__builtin__.html#object">object</a>.</tt></dd></dl>
<dl><dt><a name="Particle-show"><strong>show</strong></a>(self)</dt><dd><tt>Enable and show the <a href="__builtin__.html#object">object</a>.</tt></dd></dl>
<hr>
Methods inherited from <a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>:<br>
<dl><dt><a name="Particle-__str__"><strong>__str__</strong></a>(self)</dt></dl>
<hr>
Data descriptors inherited from <a href="Ragnarok.html#UpdatableObj">UpdatableObj</a>:<br>
<dl><dt><strong>__dict__</strong></dt>
<dd><tt>dictionary for instance variables (if defined)</tt></dd>
</dl>
<dl><dt><strong>__weakref__</strong></dt>
<dd><tt>list of weak references to the object (if defined)</tt></dd>
</dl>
</td></tr></table> <p>
<table width="100%" cellspacing=0 cellpadding=2 border=0 summary="section">
<tr bgcolor="#ffc8d8">
<td colspan=3 valign=bottom> <br>
<font color="#000000" face="helvetica, arial"><a name="ParticleEmitter">class <strong>ParticleEmitter</strong></a>(<a href="Ragnarok.html#DrawableObj">DrawableObj</a>)</font></td></tr>
<tr><td bgcolor="#ffc8d8"><tt> </tt></td><td> </td>
<td width="100%"><dl><dt>Method resolution order:</dt>
<dd><a href="Ragnarok.html#ParticleEmitter">ParticleEmitter</a></dd>
<dd><a href="Ragnarok.html#DrawableObj">DrawableObj</a></dd>
<dd><a href="Ragnarok.html#UpdatableObj">UpdatableObj</a></dd>
<dd><a href="__builtin__.html#object">__builtin__.object</a></dd>
</dl>
<hr>
Methods defined here:<br>
<dl><dt><a name="ParticleEmitter-__init__"><strong>__init__</strong></a>(self, coords<font color="#909090">=<Ragnarok.Vector2 object></font>, particle_type<font color="#909090">=None</font>, lifetime<font color="#909090">=1000.0</font>, emit_rate<font color="#909090">=1000.0</font>, direction_range<font color="#909090">=(0, 0)</font>, particle_speed<font color="#909090">=1</font>, max_particles<font color="#909090">=1000</font>)</dt><dd><tt>coords is the position of the emitter.<br>
particle_type is the type of particle to generate.<br>
lifetime is the length that the particle system lasts (not the particles.) -1 means to last for eternity.<br>
emit_rate is the amount of time that must elapse before a new particle is generated.<br>
direction_range is the direction in which the particles are emitted.</tt></dd></dl>