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Containes classes defining the base properties of all interactable in-game
objects (such as Carryable, Openable, etc. These are generally independent
classes, which can be combined in almost any way and order.
Some rules that should be followed when CREATING base property classes:
1. If you want to support some custom initialization arguments,
always define them as keyword ones. Only GameObject would use
positional arguments.
2. In __init__() **ALWAYS** call the parent's __init__(**kwargs), preferably
*at the end* of your __init__() (makes it easier to follow)
3. There should always be an attributes.append(x) call on __init__
(where X is the name of the class)
EXAMPLE:
class Openable(object):
def __init__ (self, is_open = True, **kwargs):
self.attribbutes.append("openable")
self.is_open = is_open
super(Openable,self).__init__ (**kwargs)
Some rules are to be followed when USING the base classes to make composed
ones:
1. The first parent should always be the base GameObject class
2. Base classes other than GameObject can be inherited in any order
3. The __init__ functoin of the composed class should always invoke the
parent's __init__() *before* it starts customizing any variables.
EXAMPLE:
class TinCan (GameObject, Container, Scriptable, Destructable, Carryable):
def __init__ (self, *args, **kwargs):
super(TinCan,self).__init__ (*args, **kwargs)
self.name = 'Tin Can'
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BaseObject A base class that supports dynamic attributes functionality |
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DynamicObject Class with basic attributes |
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GameObject A base class to be inherited by all game objects. |
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Scriptable Allows objects to have predefined parpg executed on certain events |
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Openable Adds open() and .close() capabilities to game objects The current state is tracked by the .is_open variable |
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Lockable Allows objects to be locked |
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Carryable Allows objects to be stored in containers |
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Container Gives objects the capability to hold other objects |
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Living Objects that 'live' |
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CharStats Provides the object with character statistics |
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Wearable Objects than can be weared |
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Usable Allows the object to be used in some way (e.g. |
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Weapon Allows the object to be used as a weapon |
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Destructable Allows the object to be destroyed |
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Trapable Provides trap slots to the object |
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| Generated by Epydoc 3.0.1 on Mon Aug 15 17:19:43 2011 | http://epydoc.sourceforge.net |