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<title>elements reference index</title>
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<img src="logo_small.png"><br>
elements documentation (r105)
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<a href="ref.html">Reference Index</a> || <a href="index.html">Help Contents</a> || <a href="manual.html">Manual</a><br>
<br>
<a href="elements.html">elements</a> || <a href="add.html">elements.add</a> || <a href="callbacks.html">elements.callbacks</a> || <a href="box2d/classb2_world.htm" target="_blank">elements.world</a> || <a href="box2d/hierarchy.htm" target="_blank">Box2D</a>
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<a name="elements"></a>
<big><b>elements</big></b><br>
<ul>
<i>elements main class</i><br>
<ul>
<li><a href="elements.html#elements.__init__">elements.__init__</a> - <font size="-1">constructor of the elements class</font></li>
<li><a href="elements.html#elements.draw">elements.draw</a> - <font size="-1">draw the scene with a specified method</font></li>
<li><a href="elements.html#elements.reset_color">elements.reset_color</a> - <font size="-1">new objects will be added with random colors</font></li>
<li><a href="elements.html#elements.set_color">elements.set_color</a> - <font size="-1">new objects will be added with specified color</font></li>
<li><a href="elements.html#elements.set_drawingMethod">elements.set_drawingMethod</a> - <font size="-1">set a drawing method (pygame, ...)</font></li>
<li><a href="elements.html#elements.set_inputAxisOrigin">elements.set_inputAxisOrigin</a> - <font size="-1">configure the input coordinate system</font></li>
<li><a href="elements.html#elements.set_inputUnit">elements.set_inputUnit</a> - <font size="-1">configure input unit system (pixels or meters)</font></li>
<li><a href="elements.html#elements.set_screenSize">elements.set_screenSize</a> - <font size="-1">set current screen size</font></li>
<li><a href="elements.html#elements.update">elements.update</a> - <font size="-1">update the physics space</font></li>
</ul>
<br>The class which handles all interaction with the box2d engine.<br>
<br>
As a convenience, most of the top-level variables in elements have been placed inside a module named 'elements.locals'. This is meant to be used with 'from elements.locals import *', in addition to 'import elements'.
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<br>
[[comment elements]]
<br>
<br>
<a name="elements.__init__"></a>
<big><b>elements.__init__</b></big>
<ul><i>constructor of the elements class</i><br>
<tt>elements.__init__(screen_size, gravity=(0.0, -9.0), ppm=100.0)): return Elements()</tt><br>
<br>
Parameters: <i>screen_size .. (w, h)</i> is the screen size in pixels, <i>gravity .. (x, y)</i> in m/s^2 [float] and <i>ppm</i> .. pixels per meter [int]<br>
<br>
This function is called on a <i>world = Elements()</i><br>
<br>
[[comment elements.__init__]]
</ul>
<br><br>
<a name="elements.draw"></a>
<big><b>elements.draw</b></big>
<ul><i>draw the scene with a specified method</i><br>
<tt>elements.draw(surface): return None</tt><br>
<br>
If a drawing method is specified, this function passes the objects to the module in pixels.<br>
<br>
Parameters: surface ... can be used for whatever the method needs for drawing
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<br>
[[comment elements.draw]]
</ul>
<br><br>
<a name="elements.reset_color"></a>
<big><b>elements.reset_color</b></big>
<ul><i>new objects will be added with random colors</i><br>
<tt>elements.reset_color(): return None</tt><br>
<br>
All objects from now on will be drawn in random colors
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<br>
[[comment elements.reset_color]]
</ul>
<br><br>
<a name="elements.set_color"></a>
<big><b>elements.set_color</b></big>
<ul><i>new objects will be added with specified color</i><br>
<tt>elements.set_color(clr): return None</tt><br>
<br>
<i>clr</i> can either be a hex color '#123123' or a rgb color ((0), (0), (0))
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<br>
[[comment elements.set_color]]
</ul>
<br><br>
<a name="elements.set_drawingMethod"></a>
<big><b>elements.set_drawingMethod</b></big>
<ul><i>set a drawing method (pygame, ...)</i><br>
<tt>elements.set_drawingMethod(m): return True / False</tt><br>
<br>
Returns True if method is found, False if not.<br>
<br>
The parameter m can be for now only 'pygame'.
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<br>
[[comment elements.set_drawingMethod]]
</ul>
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<a name="elements.set_inputAxisOrigin"></a>
<big><b>elements.set_inputAxisOrigin</b></big>
<ul><i>configure the input coordinate system</i><br>
<tt>elements.set_inputAxisOrigin(left=True, top=False): return None</tt><br>
<br>
Change the origin of the input coordinate system axis<br>
<br>
Parameters:<br>
left ... True or False -- x = 0 is at the left?<br>
top .... True or False -- y = 0 is at the top?
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<br>
[[comment elements.set_inputAxisOrigin]]
</ul>
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<a name="elements.set_inputUnit"></a>
<big><b>elements.set_inputUnit</b></big>
<ul><i>configure input unit system (pixels or meters)</i><br>
<tt>elements.set_inputUnit(input): return None</tt><br>
<br>
The parameter input can be INPUT_PIXELS (1) or INPUT_METERS (0)
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<br>
[[comment elements.set_inputUnit]]
</ul>
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<a name="elements.set_screenSize"></a>
<big><b>elements.set_screenSize</b></big>
<ul><i>set current screen size</i><br>
<tt>elements.set_screenSize(m): return None</tt><br>
<br>
The parameter size is ((width), (height)) in pixels
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<br>
[[comment elements.set_screenSize]]
</ul>
<br><br>
<a name="elements.update"></a>
<big><b>elements.update</b></big>
<ul><i>Update the physics, if not paused (self.run_physics)</i><br>
<tt>elements.update(fps=50.0, iterations=10): return None</tt><br>
<br>
The optional parameter <i>fps</i> specifies the frames per seconds the engine is supposoed to run,
<i>iteration</i> is the number of substeps per step (for smoother simulations)
<br>
<br>
[[comment elements.update]]
</ul>
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</ul>
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