simvx.core.nodes_2d.path

Path2D and PathFollow2D – 2D path-following nodes.

Module Contents

Classes

Path2D

Node2D that owns a :class:~simvx.core.math.types.Curve2D for things to follow.

PathFollow2D

Moves along a parent Path2D’s curve based on progress.

API

class simvx.core.nodes_2d.path.Path2D(**kwargs)[source]

Bases: simvx.core.nodes_2d.node2d.Node2D

Node2D that owns a :class:~simvx.core.math.types.Curve2D for things to follow.

The path itself draws nothing at runtime; it is a container. Add a

Class:

PathFollow2D as a child and drive its progress to move a sprite, camera or enemy along the curve.

curve is a plain instance attribute, not a Property: it is created fresh in __init__, is not editable through the inspector, and is not written to .py scene files by the serializer. Build it in code (or in the node’s __init__) and treat it as scene data you author yourself::

path = Path2D()
path.curve.add_point((0, 0))
path.curve.add_point((200, 80), handle_in=(-60, 0), handle_out=(60, 0))
path.curve.add_point((400, 0))

Curve points are in the path’s local space, so moving the Path2D moves the whole route with it.

Initialization

gizmo_colour

‘Colour(…)’

get_gizmo_lines() list[tuple[simvx.core.math.types.Vec2, simvx.core.math.types.Vec2]][source]

Return connected line segments sampling the curve.

position

‘_SpatialVecProperty(…)’

rotation

‘Property(…)’

scale

‘_SpatialVecProperty(…)’

z_index

‘Property(…)’

z_as_relative

‘Property(…)’

render_layer

‘Property(…)’

set_render_layer(index: int, enabled: bool = True) None
is_on_render_layer(index: int) bool
property absolute_z_index: int
property rotation_degrees: float
property world_position: simvx.core.math.types.Vec2
property world_rotation: float
property world_scale: simvx.core.math.types.Vec2
property world_transform: tuple[simvx.core.math.types.Vec2, simvx.core.math.types.Vec2, float]
property forward: simvx.core.math.types.Vec2
property right: simvx.core.math.types.Vec2
translate(offset: tuple[float, float] | numpy.ndarray)
rotate(radians: float)
rotate_deg(degrees: float)
look_at(target: tuple[float, float] | numpy.ndarray)
transform_points(points: list[simvx.core.math.types.Vec2]) list[simvx.core.math.types.Vec2]
draw_polygon(renderer, points: list[simvx.core.math.types.Vec2], closed=True, colour=None)
wrap_screen(margin: float = 20)
hdr

‘Property(…)’

property transform_render_dirty: bool
strict_errors: ClassVar[bool]

True

dev_checks: ClassVar[bool]

None

script_error_raised

‘Signal(…)’

dynamic: bool

False

visible

‘Property(…)’

update_mode

‘Property(…)’

__properties__: ClassVar[dict[str, simvx.core.descriptors.Property]]

None

classmethod __init_subclass__(**kwargs)
property name: str
property visible_in_tree: bool
reset_error() None
add_child(node: simvx.core.node.T) simvx.core.node.T
remove_child(node: simvx.core.node.Node) None
reparent(new_parent: simvx.core.node.Node)
node_at(path, default=_NO_DEFAULT)
find(target, *, direct: bool = False)
find_all(target, *, direct: bool = False)
expect(target, *, direct: bool = False)
ancestor(target)
walk(*, include_self: bool = True) collections.abc.Iterator[simvx.core.node.Node]
property path: str
property is_scene_root: bool
add_to_group(group: str)
remove_from_group(group: str)
is_in_group(group: str) bool
on_ready() None
on_enter_tree() None
on_exit_tree() None
on_update(dt: float) None
on_fixed_update(dt: float) None
on_draw(renderer) None
on_picked(event: simvx.core.events.InputEvent) None
on_unhandled_input(event: simvx.core.events.TreeInputEvent) None
start_coroutine(gen: simvx.core.descriptors.Coroutine) simvx.core.descriptors.CoroutineHandle
stop_coroutine(gen_or_handle)
queue_redraw() None
property render_dirty: bool
clear_children()
destroy()
property destroying: bool
call_deferred(method: collections.abc.Callable[..., Any], *args: Any) None
property app
property tree: simvx.core.scene_tree.SceneTree
property physics
property physics_2d
__getitem__(key: str)
classmethod get_properties() dict[str, simvx.core.descriptors.Property]
__repr__()
class simvx.core.nodes_2d.path.PathFollow2D(**kwargs)[source]

Bases: simvx.core.nodes_2d.node2d.Node2D

Moves along a parent Path2D’s curve based on progress.

Must be a child of a Path2D node. Updates position (and optionally rotation) each frame based on the current progress along the curve.

Initialization

h_offset

‘Property(…)’

v_offset

‘Property(…)’

rotates

‘Property(…)’

loop

‘Property(…)’

cubic_interp

‘Property(…)’

loop_completed

‘Signal(…)’

property progress: float[source]

Distance along the curve (0 to curve length).

property progress_ratio: float[source]

Normalized progress (0.0 to 1.0).

on_update(dt: float)[source]
position

‘_SpatialVecProperty(…)’

rotation

‘Property(…)’

scale

‘_SpatialVecProperty(…)’

z_index

‘Property(…)’

z_as_relative

‘Property(…)’

render_layer

‘Property(…)’

set_render_layer(index: int, enabled: bool = True) None
is_on_render_layer(index: int) bool
property absolute_z_index: int
property rotation_degrees: float
property world_position: simvx.core.math.types.Vec2
property world_rotation: float
property world_scale: simvx.core.math.types.Vec2
property world_transform: tuple[simvx.core.math.types.Vec2, simvx.core.math.types.Vec2, float]
property forward: simvx.core.math.types.Vec2
property right: simvx.core.math.types.Vec2
translate(offset: tuple[float, float] | numpy.ndarray)
rotate(radians: float)
rotate_deg(degrees: float)
look_at(target: tuple[float, float] | numpy.ndarray)
transform_points(points: list[simvx.core.math.types.Vec2]) list[simvx.core.math.types.Vec2]
draw_polygon(renderer, points: list[simvx.core.math.types.Vec2], closed=True, colour=None)
wrap_screen(margin: float = 20)
hdr

‘Property(…)’

property transform_render_dirty: bool
strict_errors: ClassVar[bool]

True

dev_checks: ClassVar[bool]

None

script_error_raised

‘Signal(…)’

dynamic: bool

False

visible

‘Property(…)’

update_mode

‘Property(…)’

__properties__: ClassVar[dict[str, simvx.core.descriptors.Property]]

None

classmethod __init_subclass__(**kwargs)
property name: str
property visible_in_tree: bool
reset_error() None
add_child(node: simvx.core.node.T) simvx.core.node.T
remove_child(node: simvx.core.node.Node) None
reparent(new_parent: simvx.core.node.Node)
node_at(path, default=_NO_DEFAULT)
find(target, *, direct: bool = False)
find_all(target, *, direct: bool = False)
expect(target, *, direct: bool = False)
ancestor(target)
walk(*, include_self: bool = True) collections.abc.Iterator[simvx.core.node.Node]
property path: str
property is_scene_root: bool
add_to_group(group: str)
remove_from_group(group: str)
is_in_group(group: str) bool
on_ready() None
on_enter_tree() None
on_exit_tree() None
on_fixed_update(dt: float) None
on_draw(renderer) None
on_picked(event: simvx.core.events.InputEvent) None
on_unhandled_input(event: simvx.core.events.TreeInputEvent) None
start_coroutine(gen: simvx.core.descriptors.Coroutine) simvx.core.descriptors.CoroutineHandle
stop_coroutine(gen_or_handle)
queue_redraw() None
property render_dirty: bool
clear_children()
destroy()
property destroying: bool
call_deferred(method: collections.abc.Callable[..., Any], *args: Any) None
property app
property tree: simvx.core.scene_tree.SceneTree
property physics
property physics_2d
__getitem__(key: str)
classmethod get_properties() dict[str, simvx.core.descriptors.Property]
__repr__()