Contents (API reference):
Actuator
Actuator.__init__()
Actuator.attach()
Actuator.detach()
Actuator.handle_notification()
Actuator.load()
Actuator.next_move()
Actuator.notify()
Actuator.pause()
Actuator.screen_column
Actuator.screen_row
Actuator.serialize()
Actuator.start()
Actuator.stop()
Actuator.store_screen_position()
Behavioral
Behavioral.__init__()
Behavioral.attach()
Behavioral.detach()
Behavioral.handle_notification()
Behavioral.load()
Behavioral.next_action()
Behavioral.next_move()
Behavioral.notify()
Behavioral.pause()
Behavioral.screen_column
Behavioral.screen_row
Behavioral.serialize()
Behavioral.start()
Behavioral.stop()
Behavioral.store_screen_position()
PathActuator
PathActuator.__init__()
PathActuator.attach()
PathActuator.detach()
PathActuator.handle_notification()
PathActuator.load()
PathActuator.next_move()
PathActuator.notify()
PathActuator.pause()
PathActuator.screen_column
PathActuator.screen_row
PathActuator.serialize()
PathActuator.set_path()
PathActuator.start()
PathActuator.stop()
PathActuator.store_screen_position()
PatrolActuator
PatrolActuator.__init__()
PatrolActuator.attach()
PatrolActuator.detach()
PatrolActuator.handle_notification()
PatrolActuator.load()
PatrolActuator.next_move()
PatrolActuator.notify()
PatrolActuator.pause()
PatrolActuator.screen_column
PatrolActuator.screen_row
PatrolActuator.serialize()
PatrolActuator.set_path()
PatrolActuator.start()
PatrolActuator.stop()
PatrolActuator.store_screen_position()
PathFinder
PathFinder.__init__()
PathFinder.add_waypoint()
PathFinder.attach()
PathFinder.clear_waypoints()
PathFinder.current_path()
PathFinder.current_waypoint()
PathFinder.detach()
PathFinder.find_path()
PathFinder.handle_notification()
PathFinder.load()
PathFinder.next_action()
PathFinder.next_move()
PathFinder.next_waypoint()
PathFinder.notify()
PathFinder.pause()
PathFinder.remove_waypoint()
PathFinder.screen_column
PathFinder.screen_row
PathFinder.serialize()
PathFinder.set_destination()
PathFinder.start()
PathFinder.stop()
PathFinder.store_screen_position()
RandomActuator
RandomActuator.__init__()
RandomActuator.attach()
RandomActuator.detach()
RandomActuator.handle_notification()
RandomActuator.load()
RandomActuator.moveset
RandomActuator.next_move()
RandomActuator.notify()
RandomActuator.pause()
RandomActuator.screen_column
RandomActuator.screen_row
RandomActuator.serialize()
RandomActuator.start()
RandomActuator.stop()
RandomActuator.store_screen_position()
UnidirectionalActuator
UnidirectionalActuator.__init__()
UnidirectionalActuator.attach()
UnidirectionalActuator.detach()
UnidirectionalActuator.handle_notification()
UnidirectionalActuator.load()
UnidirectionalActuator.next_move()
UnidirectionalActuator.notify()
UnidirectionalActuator.pause()
UnidirectionalActuator.screen_column
UnidirectionalActuator.screen_row
UnidirectionalActuator.serialize()
UnidirectionalActuator.start()
UnidirectionalActuator.stop()
UnidirectionalActuator.store_screen_position()
Blocks
BoxDrawings
GeometricShapes
MiscTechnicals
Models
Console
Console.instance()
History
History.__init__()
History.add()
History.current
History.instance()
History.redo()
History.reset()
History.undo()
Math
Math.__init__()
Math.distance()
Math.intersect()
Math.lerp()
PglBaseObject
PglBaseObject.__init__()
PglBaseObject.attach()
PglBaseObject.detach()
PglBaseObject.handle_notification()
PglBaseObject.notify()
PglBaseObject.screen_column
PglBaseObject.screen_row
PglBaseObject.store_screen_position()
PglException
PglInvalidLevelException
PglInvalidTypeException
PglInventoryException
PglObjectIsNotMovableException
PglOutOfBoardBoundException
Text
Text.__init__()
Text.attach()
Text.bg_color
Text.black()
Text.black_bright()
Text.black_dim()
Text.blue()
Text.blue_bright()
Text.blue_dim()
Text.cyan()
Text.cyan_bright()
Text.cyan_dim()
Text.debug()
Text.detach()
Text.fatal()
Text.fg_color
Text.green()
Text.green_bright()
Text.green_dim()
Text.handle_notification()
Text.info()
Text.length
Text.load()
Text.magenta()
Text.magenta_bright()
Text.magenta_dim()
Text.notify()
Text.parent
Text.print_formatted()
Text.print_white_on_red()
Text.red()
Text.red_bright()
Text.red_dim()
Text.render_to_buffer()
Text.screen_column
Text.screen_row
Text.serialize()
Text.store_screen_position()
Text.style
Text.text
Text.warn()
Text.white()
Text.white_bright()
Text.white_dim()
Text.yellow()
Text.yellow_bright()
Text.yellow_dim()
Vector2D
Vector2D.__init__()
Vector2D.column
Vector2D.from_direction()
Vector2D.length()
Vector2D.load()
Vector2D.rounding_precision
Vector2D.row
Vector2D.serialize()
Vector2D.unit()
Vector2D.x
Vector2D.y
HacException
HacInvalidLevelException
HacInvalidTypeException
HacObjectIsNotMovableException
HacOutOfBoardBoundException
Actionable
Actionable.__init__()
Actionable.activate()
Actionable.animation
Actionable.attach()
Actionable.can_move()
Actionable.collides_with()
Actionable.column
Actionable.debug_info()
Actionable.detach()
Actionable.display()
Actionable.distance_to()
Actionable.handle_notification()
Actionable.heading
Actionable.height
Actionable.inventory_space
Actionable.layer
Actionable.load()
Actionable.model
Actionable.notify()
Actionable.overlappable()
Actionable.particle_emitter
Actionable.pickable()
Actionable.position_as_vector()
Actionable.render_to_buffer()
Actionable.restorable()
Actionable.row
Actionable.screen_column
Actionable.screen_row
Actionable.serialize()
Actionable.set_can_move()
Actionable.set_overlappable()
Actionable.set_pickable()
Actionable.set_restorable()
Actionable.size
Actionable.store_position()
Actionable.store_screen_position()
Actionable.width
ActionableTile
ActionableTile.__init__()
ActionableTile.activate()
ActionableTile.animation
ActionableTile.attach()
ActionableTile.can_move()
ActionableTile.collides_with()
ActionableTile.column
ActionableTile.debug_info()
ActionableTile.detach()
ActionableTile.display()
ActionableTile.distance_to()
ActionableTile.handle_notification()
ActionableTile.heading
ActionableTile.height
ActionableTile.inventory_space
ActionableTile.item()
ActionableTile.layer
ActionableTile.load()
ActionableTile.model
ActionableTile.notify()
ActionableTile.overlappable()
ActionableTile.particle_emitter
ActionableTile.pickable()
ActionableTile.position_as_vector()
ActionableTile.render_to_buffer()
ActionableTile.restorable()
ActionableTile.row
ActionableTile.screen_column
ActionableTile.screen_row
ActionableTile.serialize()
ActionableTile.set_can_move()
ActionableTile.set_overlappable()
ActionableTile.set_pickable()
ActionableTile.set_restorable()
ActionableTile.size
ActionableTile.sprite
ActionableTile.store_position()
ActionableTile.store_screen_position()
ActionableTile.update_sprite()
ActionableTile.width
BoardComplexItem
BoardComplexItem.__init__()
BoardComplexItem.animation
BoardComplexItem.attach()
BoardComplexItem.can_move()
BoardComplexItem.collides_with()
BoardComplexItem.column
BoardComplexItem.debug_info()
BoardComplexItem.detach()
BoardComplexItem.display()
BoardComplexItem.distance_to()
BoardComplexItem.handle_notification()
BoardComplexItem.heading
BoardComplexItem.height
BoardComplexItem.inventory_space
BoardComplexItem.item()
BoardComplexItem.layer
BoardComplexItem.load()
BoardComplexItem.model
BoardComplexItem.notify()
BoardComplexItem.overlappable()
BoardComplexItem.particle_emitter
BoardComplexItem.pickable()
BoardComplexItem.position_as_vector()
BoardComplexItem.render_to_buffer()
BoardComplexItem.restorable()
BoardComplexItem.row
BoardComplexItem.screen_column
BoardComplexItem.screen_row
BoardComplexItem.serialize()
BoardComplexItem.set_can_move()
BoardComplexItem.set_overlappable()
BoardComplexItem.set_pickable()
BoardComplexItem.set_restorable()
BoardComplexItem.size
BoardComplexItem.sprite
BoardComplexItem.store_position()
BoardComplexItem.store_screen_position()
BoardComplexItem.update_sprite()
BoardComplexItem.width
BoardItemComplexComponent
BoardItemComplexComponent.__init__()
BoardItemComplexComponent.animation
BoardItemComplexComponent.attach()
BoardItemComplexComponent.can_move()
BoardItemComplexComponent.collides_with()
BoardItemComplexComponent.column
BoardItemComplexComponent.debug_info()
BoardItemComplexComponent.detach()
BoardItemComplexComponent.display()
BoardItemComplexComponent.distance_to()
BoardItemComplexComponent.handle_notification()
BoardItemComplexComponent.heading
BoardItemComplexComponent.height
BoardItemComplexComponent.inventory_space
BoardItemComplexComponent.layer
BoardItemComplexComponent.load()
BoardItemComplexComponent.model
BoardItemComplexComponent.notify()
BoardItemComplexComponent.overlappable()
BoardItemComplexComponent.particle_emitter
BoardItemComplexComponent.pickable()
BoardItemComplexComponent.position_as_vector()
BoardItemComplexComponent.render_to_buffer()
BoardItemComplexComponent.restorable()
BoardItemComplexComponent.row
BoardItemComplexComponent.screen_column
BoardItemComplexComponent.screen_row
BoardItemComplexComponent.serialize()
BoardItemComplexComponent.set_can_move()
BoardItemComplexComponent.set_overlappable()
BoardItemComplexComponent.set_pickable()
BoardItemComplexComponent.set_restorable()
BoardItemComplexComponent.size
BoardItemComplexComponent.store_position()
BoardItemComplexComponent.store_screen_position()
BoardItemComplexComponent.width
BoardItem
BoardItem.__init__()
BoardItem.animation
BoardItem.attach()
BoardItem.can_move()
BoardItem.collides_with()
BoardItem.column
BoardItem.debug_info()
BoardItem.detach()
BoardItem.display()
BoardItem.distance_to()
BoardItem.handle_notification()
BoardItem.heading
BoardItem.height
BoardItem.inventory_space
BoardItem.layer
BoardItem.load()
BoardItem.model
BoardItem.notify()
BoardItem.overlappable()
BoardItem.particle_emitter
BoardItem.pickable()
BoardItem.position_as_vector()
BoardItem.render_to_buffer()
BoardItem.restorable()
BoardItem.row
BoardItem.screen_column
BoardItem.screen_row
BoardItem.serialize()
BoardItem.set_can_move()
BoardItem.set_overlappable()
BoardItem.set_pickable()
BoardItem.set_restorable()
BoardItem.size
BoardItem.store_position()
BoardItem.store_screen_position()
BoardItem.width
BoardItemVoid
BoardItemVoid.__init__()
BoardItemVoid.animation
BoardItemVoid.attach()
BoardItemVoid.can_move()
BoardItemVoid.collides_with()
BoardItemVoid.column
BoardItemVoid.debug_info()
BoardItemVoid.detach()
BoardItemVoid.display()
BoardItemVoid.distance_to()
BoardItemVoid.handle_notification()
BoardItemVoid.heading
BoardItemVoid.height
BoardItemVoid.inventory_space
BoardItemVoid.layer
BoardItemVoid.load()
BoardItemVoid.model
BoardItemVoid.notify()
BoardItemVoid.overlappable()
BoardItemVoid.particle_emitter
BoardItemVoid.pickable()
BoardItemVoid.position_as_vector()
BoardItemVoid.render_to_buffer()
BoardItemVoid.restorable()
BoardItemVoid.row
BoardItemVoid.screen_column
BoardItemVoid.screen_row
BoardItemVoid.serialize()
BoardItemVoid.set_can_move()
BoardItemVoid.set_overlappable()
BoardItemVoid.set_pickable()
BoardItemVoid.set_restorable()
BoardItemVoid.size
BoardItemVoid.store_position()
BoardItemVoid.store_screen_position()
BoardItemVoid.width
Camera
Camera.__init__()
Camera.animation
Camera.attach()
Camera.can_move()
Camera.collides_with()
Camera.column
Camera.debug_info()
Camera.detach()
Camera.display()
Camera.distance_to()
Camera.dtmove
Camera.handle_notification()
Camera.has_inventory()
Camera.heading
Camera.height
Camera.inventory_space
Camera.layer
Camera.load()
Camera.model
Camera.notify()
Camera.overlappable()
Camera.particle_emitter
Camera.pickable()
Camera.position_as_vector()
Camera.render_to_buffer()
Camera.restorable()
Camera.row
Camera.screen_column
Camera.screen_row
Camera.serialize()
Camera.set_can_move()
Camera.set_overlappable()
Camera.set_pickable()
Camera.set_restorable()
Camera.size
Camera.store_position()
Camera.store_screen_position()
Camera.width
Character
Character.__init__()
Character.animation
Character.attach()
Character.can_move()
Character.collides_with()
Character.column
Character.debug_info()
Character.detach()
Character.display()
Character.distance_to()
Character.dtmove
Character.handle_notification()
Character.has_inventory()
Character.heading
Character.height
Character.inventory_space
Character.layer
Character.load()
Character.model
Character.notify()
Character.overlappable()
Character.particle_emitter
Character.pickable()
Character.position_as_vector()
Character.render_to_buffer()
Character.restorable()
Character.row
Character.screen_column
Character.screen_row
Character.serialize()
Character.set_can_move()
Character.set_overlappable()
Character.set_pickable()
Character.set_restorable()
Character.size
Character.store_position()
Character.store_screen_position()
Character.width
ComplexDoor
ComplexDoor.__init__()
ComplexDoor.animation
ComplexDoor.attach()
ComplexDoor.can_move()
ComplexDoor.collides_with()
ComplexDoor.column
ComplexDoor.debug_info()
ComplexDoor.detach()
ComplexDoor.display()
ComplexDoor.distance_to()
ComplexDoor.handle_notification()
ComplexDoor.heading
ComplexDoor.height
ComplexDoor.inventory_space
ComplexDoor.item()
ComplexDoor.layer
ComplexDoor.load()
ComplexDoor.model
ComplexDoor.notify()
ComplexDoor.overlappable()
ComplexDoor.particle_emitter
ComplexDoor.pickable()
ComplexDoor.position_as_vector()
ComplexDoor.render_to_buffer()
ComplexDoor.restorable()
ComplexDoor.row
ComplexDoor.screen_column
ComplexDoor.screen_row
ComplexDoor.serialize()
ComplexDoor.set_can_move()
ComplexDoor.set_overlappable()
ComplexDoor.set_pickable()
ComplexDoor.set_restorable()
ComplexDoor.size
ComplexDoor.sprite
ComplexDoor.store_position()
ComplexDoor.store_screen_position()
ComplexDoor.update_sprite()
ComplexDoor.width
ComplexNPC
ComplexNPC.__init__()
ComplexNPC.animation
ComplexNPC.attach()
ComplexNPC.can_move()
ComplexNPC.collides_with()
ComplexNPC.column
ComplexNPC.debug_info()
ComplexNPC.detach()
ComplexNPC.display()
ComplexNPC.distance_to()
ComplexNPC.dtmove
ComplexNPC.handle_notification()
ComplexNPC.has_inventory()
ComplexNPC.heading
ComplexNPC.height
ComplexNPC.inventory_space
ComplexNPC.item()
ComplexNPC.layer
ComplexNPC.load()
ComplexNPC.model
ComplexNPC.notify()
ComplexNPC.overlappable()
ComplexNPC.particle_emitter
ComplexNPC.pickable()
ComplexNPC.position_as_vector()
ComplexNPC.render_to_buffer()
ComplexNPC.restorable()
ComplexNPC.row
ComplexNPC.screen_column
ComplexNPC.screen_row
ComplexNPC.serialize()
ComplexNPC.set_can_move()
ComplexNPC.set_overlappable()
ComplexNPC.set_pickable()
ComplexNPC.set_restorable()
ComplexNPC.size
ComplexNPC.sprite
ComplexNPC.store_position()
ComplexNPC.store_screen_position()
ComplexNPC.update_sprite()
ComplexNPC.width
ComplexPlayer
ComplexPlayer.__init__()
ComplexPlayer.animation
ComplexPlayer.attach()
ComplexPlayer.can_move()
ComplexPlayer.collides_with()
ComplexPlayer.column
ComplexPlayer.debug_info()
ComplexPlayer.detach()
ComplexPlayer.display()
ComplexPlayer.distance_to()
ComplexPlayer.dtmove
ComplexPlayer.handle_notification()
ComplexPlayer.has_inventory()
ComplexPlayer.heading
ComplexPlayer.height
ComplexPlayer.inventory_space
ComplexPlayer.item()
ComplexPlayer.layer
ComplexPlayer.load()
ComplexPlayer.model
ComplexPlayer.notify()
ComplexPlayer.overlappable()
ComplexPlayer.particle_emitter
ComplexPlayer.pickable()
ComplexPlayer.position_as_vector()
ComplexPlayer.render_to_buffer()
ComplexPlayer.restorable()
ComplexPlayer.row
ComplexPlayer.screen_column
ComplexPlayer.screen_row
ComplexPlayer.serialize()
ComplexPlayer.set_can_move()
ComplexPlayer.set_overlappable()
ComplexPlayer.set_pickable()
ComplexPlayer.set_restorable()
ComplexPlayer.size
ComplexPlayer.sprite
ComplexPlayer.store_position()
ComplexPlayer.store_screen_position()
ComplexPlayer.update_sprite()
ComplexPlayer.width
ComplexTreasure
ComplexTreasure.__init__()
ComplexTreasure.animation
ComplexTreasure.attach()
ComplexTreasure.can_move()
ComplexTreasure.collides_with()
ComplexTreasure.column
ComplexTreasure.debug_info()
ComplexTreasure.detach()
ComplexTreasure.display()
ComplexTreasure.distance_to()
ComplexTreasure.handle_notification()
ComplexTreasure.heading
ComplexTreasure.height
ComplexTreasure.inventory_space
ComplexTreasure.item()
ComplexTreasure.layer
ComplexTreasure.load()
ComplexTreasure.model
ComplexTreasure.notify()
ComplexTreasure.overlappable()
ComplexTreasure.particle_emitter
ComplexTreasure.pickable()
ComplexTreasure.position_as_vector()
ComplexTreasure.render_to_buffer()
ComplexTreasure.restorable()
ComplexTreasure.row
ComplexTreasure.screen_column
ComplexTreasure.screen_row
ComplexTreasure.serialize()
ComplexTreasure.set_can_move()
ComplexTreasure.set_overlappable()
ComplexTreasure.set_pickable()
ComplexTreasure.set_restorable()
ComplexTreasure.size
ComplexTreasure.sprite
ComplexTreasure.store_position()
ComplexTreasure.store_screen_position()
ComplexTreasure.update_sprite()
ComplexTreasure.width
ComplexWall
ComplexWall.__init__()
ComplexWall.animation
ComplexWall.attach()
ComplexWall.can_move()
ComplexWall.collides_with()
ComplexWall.column
ComplexWall.debug_info()
ComplexWall.detach()
ComplexWall.display()
ComplexWall.distance_to()
ComplexWall.handle_notification()
ComplexWall.heading
ComplexWall.height
ComplexWall.inventory_space
ComplexWall.item()
ComplexWall.layer
ComplexWall.load()
ComplexWall.model
ComplexWall.notify()
ComplexWall.overlappable()
ComplexWall.particle_emitter
ComplexWall.pickable()
ComplexWall.position_as_vector()
ComplexWall.render_to_buffer()
ComplexWall.restorable()
ComplexWall.row
ComplexWall.screen_column
ComplexWall.screen_row
ComplexWall.serialize()
ComplexWall.set_can_move()
ComplexWall.set_overlappable()
ComplexWall.set_pickable()
ComplexWall.set_restorable()
ComplexWall.size
ComplexWall.sprite
ComplexWall.store_position()
ComplexWall.store_screen_position()
ComplexWall.update_sprite()
ComplexWall.width
Door
Door.__init__()
Door.animation
Door.attach()
Door.can_move()
Door.collides_with()
Door.column
Door.debug_info()
Door.detach()
Door.display()
Door.distance_to()
Door.handle_notification()
Door.heading
Door.height
Door.inventory_space
Door.layer
Door.load()
Door.model
Door.notify()
Door.overlappable()
Door.particle_emitter
Door.pickable()
Door.position_as_vector()
Door.render_to_buffer()
Door.restorable()
Door.row
Door.screen_column
Door.screen_row
Door.serialize()
Door.set_can_move()
Door.set_overlappable()
Door.set_pickable()
Door.set_restorable()
Door.size
Door.store_position()
Door.store_screen_position()
Door.width
GenericActionableStructure
GenericActionableStructure.__init__()
GenericActionableStructure.activate()
GenericActionableStructure.animation
GenericActionableStructure.attach()
GenericActionableStructure.can_move()
GenericActionableStructure.collides_with()
GenericActionableStructure.column
GenericActionableStructure.debug_info()
GenericActionableStructure.detach()
GenericActionableStructure.display()
GenericActionableStructure.distance_to()
GenericActionableStructure.handle_notification()
GenericActionableStructure.heading
GenericActionableStructure.height
GenericActionableStructure.inventory_space
GenericActionableStructure.layer
GenericActionableStructure.load()
GenericActionableStructure.model
GenericActionableStructure.notify()
GenericActionableStructure.overlappable()
GenericActionableStructure.particle_emitter
GenericActionableStructure.pickable()
GenericActionableStructure.position_as_vector()
GenericActionableStructure.render_to_buffer()
GenericActionableStructure.restorable()
GenericActionableStructure.row
GenericActionableStructure.screen_column
GenericActionableStructure.screen_row
GenericActionableStructure.serialize()
GenericActionableStructure.set_can_move()
GenericActionableStructure.set_overlappable()
GenericActionableStructure.set_pickable()
GenericActionableStructure.set_restorable()
GenericActionableStructure.size
GenericActionableStructure.store_position()
GenericActionableStructure.store_screen_position()
GenericActionableStructure.width
GenericStructureComplexComponent
GenericStructureComplexComponent.__init__()
GenericStructureComplexComponent.animation
GenericStructureComplexComponent.attach()
GenericStructureComplexComponent.can_move()
GenericStructureComplexComponent.collides_with()
GenericStructureComplexComponent.column
GenericStructureComplexComponent.debug_info()
GenericStructureComplexComponent.detach()
GenericStructureComplexComponent.display()
GenericStructureComplexComponent.distance_to()
GenericStructureComplexComponent.handle_notification()
GenericStructureComplexComponent.heading
GenericStructureComplexComponent.height
GenericStructureComplexComponent.inventory_space
GenericStructureComplexComponent.layer
GenericStructureComplexComponent.load()
GenericStructureComplexComponent.model
GenericStructureComplexComponent.notify()
GenericStructureComplexComponent.overlappable()
GenericStructureComplexComponent.particle_emitter
GenericStructureComplexComponent.pickable()
GenericStructureComplexComponent.position_as_vector()
GenericStructureComplexComponent.render_to_buffer()
GenericStructureComplexComponent.restorable()
GenericStructureComplexComponent.row
GenericStructureComplexComponent.screen_column
GenericStructureComplexComponent.screen_row
GenericStructureComplexComponent.serialize()
GenericStructureComplexComponent.set_can_move()
GenericStructureComplexComponent.set_overlappable()
GenericStructureComplexComponent.set_pickable()
GenericStructureComplexComponent.set_restorable()
GenericStructureComplexComponent.size
GenericStructureComplexComponent.store_position()
GenericStructureComplexComponent.store_screen_position()
GenericStructureComplexComponent.width
GenericStructure
GenericStructure.__init__()
GenericStructure.animation
GenericStructure.attach()
GenericStructure.can_move()
GenericStructure.collides_with()
GenericStructure.column
GenericStructure.debug_info()
GenericStructure.detach()
GenericStructure.display()
GenericStructure.distance_to()
GenericStructure.handle_notification()
GenericStructure.heading
GenericStructure.height
GenericStructure.inventory_space
GenericStructure.layer
GenericStructure.load()
GenericStructure.model
GenericStructure.notify()
GenericStructure.overlappable()
GenericStructure.particle_emitter
GenericStructure.pickable()
GenericStructure.position_as_vector()
GenericStructure.render_to_buffer()
GenericStructure.restorable()
GenericStructure.row
GenericStructure.screen_column
GenericStructure.screen_row
GenericStructure.serialize()
GenericStructure.set_can_move()
GenericStructure.set_overlappable()
GenericStructure.set_pickable()
GenericStructure.set_restorable()
GenericStructure.size
GenericStructure.store_position()
GenericStructure.store_screen_position()
GenericStructure.width
Immovable
Immovable.__init__()
Immovable.animation
Immovable.attach()
Immovable.can_move()
Immovable.collides_with()
Immovable.column
Immovable.debug_info()
Immovable.detach()
Immovable.display()
Immovable.distance_to()
Immovable.handle_notification()
Immovable.heading
Immovable.height
Immovable.inventory_space
Immovable.layer
Immovable.load()
Immovable.model
Immovable.notify()
Immovable.overlappable()
Immovable.particle_emitter
Immovable.pickable()
Immovable.position_as_vector()
Immovable.render_to_buffer()
Immovable.restorable()
Immovable.row
Immovable.screen_column
Immovable.screen_row
Immovable.serialize()
Immovable.set_can_move()
Immovable.set_overlappable()
Immovable.set_pickable()
Immovable.set_restorable()
Immovable.size
Immovable.store_position()
Immovable.store_screen_position()
Immovable.width
Movable
Movable.__init__()
Movable.animation
Movable.attach()
Movable.can_move()
Movable.collides_with()
Movable.column
Movable.debug_info()
Movable.detach()
Movable.display()
Movable.distance_to()
Movable.dtmove
Movable.handle_notification()
Movable.has_inventory()
Movable.heading
Movable.height
Movable.inventory_space
Movable.layer
Movable.load()
Movable.model
Movable.notify()
Movable.overlappable()
Movable.particle_emitter
Movable.pickable()
Movable.position_as_vector()
Movable.render_to_buffer()
Movable.restorable()
Movable.row
Movable.screen_column
Movable.screen_row
Movable.serialize()
Movable.set_can_move()
Movable.set_overlappable()
Movable.set_pickable()
Movable.set_restorable()
Movable.size
Movable.store_position()
Movable.store_screen_position()
Movable.width
NPC
NPC.__init__()
NPC.animation
NPC.attach()
NPC.can_move()
NPC.collides_with()
NPC.column
NPC.debug_info()
NPC.detach()
NPC.display()
NPC.distance_to()
NPC.dtmove
NPC.handle_notification()
NPC.has_inventory()
NPC.heading
NPC.height
NPC.inventory_space
NPC.layer
NPC.load()
NPC.model
NPC.notify()
NPC.overlappable()
NPC.particle_emitter
NPC.pickable()
NPC.position_as_vector()
NPC.render_to_buffer()
NPC.restorable()
NPC.row
NPC.screen_column
NPC.screen_row
NPC.serialize()
NPC.set_can_move()
NPC.set_overlappable()
NPC.set_pickable()
NPC.set_restorable()
NPC.size
NPC.store_position()
NPC.store_screen_position()
NPC.width
Player
Player.__init__()
Player.animation
Player.attach()
Player.can_move()
Player.collides_with()
Player.column
Player.debug_info()
Player.detach()
Player.display()
Player.distance_to()
Player.dtmove
Player.handle_notification()
Player.has_inventory()
Player.heading
Player.height
Player.inventory_space
Player.layer
Player.load()
Player.model
Player.notify()
Player.overlappable()
Player.particle_emitter
Player.pickable()
Player.position_as_vector()
Player.render_to_buffer()
Player.restorable()
Player.row
Player.screen_column
Player.screen_row
Player.serialize()
Player.set_can_move()
Player.set_overlappable()
Player.set_pickable()
Player.set_restorable()
Player.size
Player.store_position()
Player.store_screen_position()
Player.width
Projectile
Projectile.__init__()
Projectile.add_directional_animation()
Projectile.add_directional_model()
Projectile.animation
Projectile.attach()
Projectile.can_move()
Projectile.collides_with()
Projectile.column
Projectile.debug_info()
Projectile.detach()
Projectile.direction
Projectile.directional_animation()
Projectile.directional_model()
Projectile.display()
Projectile.distance_to()
Projectile.dtmove
Projectile.handle_notification()
Projectile.has_inventory()
Projectile.heading
Projectile.height
Projectile.hit()
Projectile.inventory_space
Projectile.layer
Projectile.load()
Projectile.model
Projectile.notify()
Projectile.overlappable()
Projectile.particle_emitter
Projectile.pickable()
Projectile.position_as_vector()
Projectile.remove_directional_animation()
Projectile.remove_directional_model()
Projectile.render_to_buffer()
Projectile.restorable()
Projectile.row
Projectile.screen_column
Projectile.screen_row
Projectile.serialize()
Projectile.set_can_move()
Projectile.set_direction()
Projectile.set_overlappable()
Projectile.set_pickable()
Projectile.set_restorable()
Projectile.size
Projectile.store_position()
Projectile.store_screen_position()
Projectile.width
TextItem
TextItem.__init__()
TextItem.animation
TextItem.attach()
TextItem.can_move()
TextItem.collides_with()
TextItem.column
TextItem.debug_info()
TextItem.detach()
TextItem.display()
TextItem.distance_to()
TextItem.handle_notification()
TextItem.heading
TextItem.height
TextItem.inventory_space
TextItem.item()
TextItem.layer
TextItem.load()
TextItem.model
TextItem.notify()
TextItem.overlappable()
TextItem.particle_emitter
TextItem.pickable()
TextItem.position_as_vector()
TextItem.render_to_buffer()
TextItem.restorable()
TextItem.row
TextItem.screen_column
TextItem.screen_row
TextItem.serialize()
TextItem.set_can_move()
TextItem.set_overlappable()
TextItem.set_pickable()
TextItem.set_restorable()
TextItem.size
TextItem.sprite
TextItem.store_position()
TextItem.store_screen_position()
TextItem.text
TextItem.update_sprite()
TextItem.width
Tile
Tile.__init__()
Tile.animation
Tile.attach()
Tile.can_move()
Tile.collides_with()
Tile.column
Tile.debug_info()
Tile.detach()
Tile.display()
Tile.distance_to()
Tile.handle_notification()
Tile.heading
Tile.height
Tile.inventory_space
Tile.item()
Tile.layer
Tile.load()
Tile.model
Tile.notify()
Tile.overlappable()
Tile.particle_emitter
Tile.pickable()
Tile.position_as_vector()
Tile.render_to_buffer()
Tile.restorable()
Tile.row
Tile.screen_column
Tile.screen_row
Tile.serialize()
Tile.set_can_move()
Tile.set_overlappable()
Tile.set_pickable()
Tile.set_restorable()
Tile.size
Tile.sprite
Tile.store_position()
Tile.store_screen_position()
Tile.update_sprite()
Tile.width
Treasure
Treasure.__init__()
Treasure.animation
Treasure.attach()
Treasure.can_move()
Treasure.collides_with()
Treasure.column
Treasure.debug_info()
Treasure.detach()
Treasure.display()
Treasure.distance_to()
Treasure.handle_notification()
Treasure.heading
Treasure.height
Treasure.inventory_space
Treasure.layer
Treasure.load()
Treasure.model
Treasure.notify()
Treasure.overlappable()
Treasure.particle_emitter
Treasure.pickable()
Treasure.position_as_vector()
Treasure.render_to_buffer()
Treasure.restorable()
Treasure.row
Treasure.screen_column
Treasure.screen_row
Treasure.serialize()
Treasure.set_can_move()
Treasure.set_overlappable()
Treasure.set_pickable()
Treasure.set_restorable()
Treasure.size
Treasure.store_position()
Treasure.store_screen_position()
Treasure.width
Wall
Wall.__init__()
Wall.animation
Wall.attach()
Wall.can_move()
Wall.collides_with()
Wall.column
Wall.debug_info()
Wall.detach()
Wall.display()
Wall.distance_to()
Wall.handle_notification()
Wall.heading
Wall.height
Wall.inventory_space
Wall.layer
Wall.load()
Wall.model
Wall.notify()
Wall.overlappable()
Wall.particle_emitter
Wall.pickable()
Wall.position_as_vector()
Wall.render_to_buffer()
Wall.restorable()
Wall.row
Wall.screen_column
Wall.screen_row
Wall.serialize()
Wall.set_can_move()
Wall.set_overlappable()
Wall.set_pickable()
Wall.set_restorable()
Wall.size
Wall.store_position()
Wall.store_screen_position()
Wall.width
Alignment
Alignment.LEFT
Alignment.RIGHT
Alignment.CENTER
Alignment.TOP
Alignment.BOTTOM
Alignment.V_CENTER
Alignment.H_CENTER
Algorithm
Algorithm.BFS
Algorithm.ASTAR
Direction
Direction.NO_DIR
Direction.UP
Direction.DOWN
Direction.LEFT
Direction.RIGHT
Direction.DRUP
Direction.DRDOWN
Direction.DLUP
Direction.DLDOWN
EngineConstant
EngineConstant.NO_PLAYER
EngineMode
EngineMode.MODE_REAL_TIME
EngineMode.MODE_TURN_BY_TURN
InputValidator
InputValidator.INTEGER_FILTER
InputValidator.PRINTABLE_FILTER
Orientation
Orientation.HORIZONTAL
Orientation.VERTICAL
Permission
Permission.PLAYER_AUTHORIZED
Permission.NPC_AUTHORIZED
Permission.ALL_CHARACTERS_AUTHORIZED
Permission.ALL_MOVABLE_AUTHORIZED
Permission.NONE_AUTHORIZED
SizeConstraint
SizeConstraint.DEFAULT_SIZE
SizeConstraint.MINIMUM_SIZE
SizeConstraint.MAXIMUM_SIZE
SizeConstraint.EXPAND
State
State.RUNNING
State.PAUSED
State.STOPPED
TextStyle
TextStyle.BOLD
TextStyle.UNDERLINE
Board
Board.__init__()
Board.attach()
Board.check_sanity()
Board.clear_cell()
Board.detach()
Board.display()
Board.display_around()
Board.generate_void_cell()
Board.get_immovables()
Board.get_movables()
Board.handle_notification()
Board.height
Board.init_board()
Board.init_cell()
Board.instantiate_item()
Board.item()
Board.layers()
Board.load()
Board.move()
Board.neighbors()
Board.notify()
Board.place_item()
Board.remove_item()
Board.render_cell()
Board.render_to_buffer()
Board.screen_column
Board.screen_row
Board.serialize()
Board.store_screen_position()
Board.width
Game
Game.__init__()
Game.actuate_npcs()
Game.actuate_projectiles()
Game.add_board()
Game.add_npc()
Game.add_projectile()
Game.animate_items()
Game.attach()
Game.change_level()
Game.clear_screen()
Game.clear_session_logs()
Game.config()
Game.create_config()
Game.current_board()
Game.delete_all_levels()
Game.delete_level()
Game.detach()
Game.display_board()
Game.display_player_stats()
Game.get_board()
Game.get_key()
Game.handle_notification()
Game.insert_board()
Game.instance()
Game.load_board()
Game.load_config()
Game.move_player()
Game.neighbors()
Game.notify()
Game.pause()
Game.remove_npc()
Game.run()
Game.save_board()
Game.save_config()
Game.screen_column
Game.screen_row
Game.session_log()
Game.session_logs()
Game.start()
Game.state
Game.stop()
Game.store_screen_position()
Inventory
Inventory.__init__()
Inventory.add_constraint()
Inventory.add_item()
Inventory.attach()
Inventory.available_space()
Inventory.clear_constraints()
Inventory.constraints
Inventory.delete_item()
Inventory.delete_items()
Inventory.detach()
Inventory.empty()
Inventory.get_item()
Inventory.get_items()
Inventory.handle_notification()
Inventory.items
Inventory.items_name()
Inventory.load()
Inventory.notify()
Inventory.remove_constraint()
Inventory.screen_column
Inventory.screen_row
Inventory.search()
Inventory.serialize()
Inventory.size()
Inventory.store_screen_position()
Inventory.value()
Screen
Screen.__init__()
Screen.attach()
Screen.buffer
Screen.clear()
Screen.clear_buffers()
Screen.clear_frame_buffer()
Screen.delete()
Screen.detach()
Screen.display_at()
Screen.display_line()
Screen.display_sprite()
Screen.display_sprite_at()
Screen.force_render()
Screen.force_update()
Screen.get()
Screen.handle_notification()
Screen.hcenter
Screen.height
Screen.need_rendering
Screen.notify()
Screen.place()
Screen.render()
Screen.screen_column
Screen.screen_row
Screen.store_screen_position()
Screen.trigger_rendering()
Screen.update()
Screen.vcenter
Screen.width
Animation
Font
SpriteCollection
Sprite
Sprixel
Color
Box
BoxLayout
ColorPickerDialog
ColorPicker
Cursor
Dialog
FileDialog
FormLayout
GridLayout
GridSelectorDialog
GridSelector
Layout
LineInput
LineInputDialog
Menu
MenuAction
MenuBar
MessageDialog
MultiLineInputDialog
ProgressBar
ProgressDialog
UiConfig
Widget
CircleEmitter
ColorParticle
ColorPartitionParticle
EmitterProperties
ParticleEmitter
ParticlePool
Particle
ParticleSprixel
PartitionParticle
RandomColorParticle
RandomColorPartitionParticle
Exception for out of the board’s boundaries operations.