simvx.core.nodes_2d.trail

Trail2D – Ribbon trail that follows a moving node.

Module Contents

Classes

Trail2D

Ribbon trail that follows this node’s movement.

API

class simvx.core.nodes_2d.trail.Trail2D(**kwargs)[source]

Bases: simvx.core.nodes_2d.node2d.Node2D

Ribbon trail that follows this node’s movement.

Records positions over time and renders a fading ribbon. Attach as child of a moving node for sword swipes, missile trails, movement effects, etc.

The node manages the point buffer and self-renders via on_draw, emitting one tapered, colour-graded line segment per pair of trail points. trail_points exposes the per-point centreline (position, width, colour); trail_geometry expands the same points into a triangle-strip ribbon for custom rendering or editor tooling.

Initialization

dynamic

True

length

‘Property(…)’

width

‘Property(…)’

width_curve

‘Property(…)’

colour

‘Colour(…)’

colour_end

‘Colour(…)’

lifetime

‘Property(…)’

emit

‘Property(…)’

gizmo_colour

‘Colour(…)’

on_update(dt: float)[source]

Record position, age points, and cull expired ones.

on_draw(renderer)[source]

Draw the ribbon as tapered, colour-graded line segments.

trail_points are a history of world positions (recorded from world_position in :meth:on_update), so each is mapped into this node’s space and the renderer’s transform puts it back where it was recorded, however the node has moved since.

clear()[source]

Remove all trail points immediately.

property trail_points: list[dict][source]

Trail point data for rendering.

Each dict has: position (Vec2), normalized_age (0=new, 1=expired), width (float), colour (tuple).

property trail_geometry: list[dict][source]

Vertices for a triangle strip suitable for rendering.

Each vertex dict has: position (Vec2), colour (tuple). For each trail point, two vertices are generated offset perpendicular to the trail direction by +/- half the interpolated width.

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

Return the trail centerline as connected line segments for editor gizmos.

position

‘_SpatialVecProperty(…)’

rotation

‘Property(…)’

scale

‘_SpatialVecProperty(…)’

top_level

‘Property(…)’

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)
to_global(point) → simvx.core.math.types.Vec2
to_local(point) → simvx.core.math.types.Vec2
transform_points(points: list[simvx.core.math.types.Vec2]) → list[simvx.core.math.types.Vec2]
wrap_screen(margin: float = 20)
post_processed

‘Property(…)’

property transform_render_dirty: bool
strict_errors: ClassVar[bool]

True

dev_checks: ClassVar[bool]

None

dev_warnings: ClassVar[bool]

None

freeze_check_interval: ClassVar[float]

1.0

visible

‘Property(…)’

update_mode

‘Property(…)’

focus_mode

‘Property(…)’

drag_threshold

‘Property(…)’

focus_entered

‘Signal(…)’

focus_exited

‘Signal(…)’

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

None

classmethod __init_subclass__(**kwargs)
property name: str
property visible_in_tree: bool
property input_player: simvx.core.input.players.InputPlayer
property input_context: simvx.core.input.contexts.InputContext | None
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_3d(gizmos) → None
on_picked(event: simvx.core.input.events.PickEvent) → bool | None
on_gui_input(event: simvx.core.input.events.GuiInputEvent) → bool | None
start_coroutine(gen: simvx.core.descriptors.Coroutine) → simvx.core.descriptors.CoroutineHandle
stop_coroutine(gen_or_handle)
property focused: bool
property focus_rect: tuple[float, float, float, float] | None
drag_threshold_for(pointer_type: simvx.core.input.enums.PointerType | str) → float
grab_focus() → None
release_focus() → None
capture_pointer(pointer_id: int | None = None) → None
release_pointer(pointer_id: int | None = None) → None
queue_redraw() → None
property render_dirty: bool
clear_children()
destroy()
property destroying: bool
property destroyed: bool
call_deferred(method: collections.abc.Callable[..., Any], *args: Any) → None
property app
property tree: simvx.core.scene_tree.SceneTree
property viewport_size: simvx.core.math.types.Vec2
property viewport_insets: tuple[float, float, float, float]
property physics
property physics_2d
__getitem__(key: str)
classmethod get_properties() → dict[str, simvx.core.descriptors.Property]
__repr__()