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Line

Type key: LINE

Rotation in degrees, clockwise. Type float, default 0.

Whether the object takes part in collision tests. Type bool, default False.

Shift of the shape away from the object centre (not for bbox). Type float, default 0.

Vertices of a polygon shape. Type list, default [].

Shape used for collisions: 'bbox', 'rect', 'ellipse' or 'polygon'. Type str, default 'rect'.

Size of the shape used by rect and ellipse. Type float, default = the object’s size.

Fill color, text color or image tint, depending on the type. Type (r, g, b, a), default (255, 255, 255, 255).

Second endpoint as a tuple. Type (int, int), default (100, 100).

Second endpoint. Type int, default 100.

Name shown in the Hierarchy panel. Read-only at runtime. Type str.

Angular velocity damping. Type float, default 0.

Bounciness (0 = fully inelastic, 1 = fully elastic). Type float, default 0.2.

Whether the rigid body is simulated. Type bool, default False.

Keep the rotation fixed (collisions do not spin the object). Type bool, default False.

Friction coefficient. Type float, default 0.6.

Gravity multiplier (0 = unaffected by gravity). Type float, default 1.

Linear velocity damping. Type float, default 0.

Mass. Type float, default 1.

Size of the rect/ellipse body shape (0 = use the object’s own size). Type float, default 0.

physics_shape_offset_x, physics_shape_offset_y

Section titled “physics_shape_offset_x, physics_shape_offset_y”

Shift of the body shape away from the object centre. Type float, default 0.

Vertices of a polygon body shape. Type list, default [].

Body shape: 'rect', 'ellipse' or 'polygon'. Type str, default 'rect'.

Rigid-body type: 'static', 'dynamic' or 'kinematic'. Type str, default 'dynamic'.

Transform anchor mode, see set_pivot(). Type str, default 'center'.

Coordinates of a 'custom' anchor (in the object’s own pixel grid, origin at its top-left). Type float, default 0.

(x, y); assigning it updates x and y too. Type (int, int), default (20, 20).

(scale_x, scale_y). Type (float, float), default (1, 1).

Stretch factors (1 = original size). Type float, default 1.

Path of the attached script, relative to the project. Type str, default ''.

(width, height). Type (int, int).

First endpoint as a tuple. Type (int, int), default (20, 20). Both endpoints are given in scene coordinates; the object’s position and size (its bounding box) are derived from them.

First endpoint. Type int, default 20.

Line width in pixels. Type int, default 2.

Type key, e.g. RECT, TEXT_INPUT. Read-only at runtime. Type str.

Unique id, used by get_object_by_uuid(). Read-only at runtime. Type str.

Hidden objects are not drawn and cannot be clicked. Type bool, default True.

Size in pixels. Type int, default depends on the object type.

Position relative to the parent object. Type int, default 20.

Alias of is_colliding_with_object.

  • other (object): the other object.

True when the point (scene coordinates) is inside the collision shape.

  • x (int): point x, in scene coordinates.
  • y (int): point y, in scene coordinates.

True when the shape overlaps a pygame.Rect or (x, y, w, h) tuple.

  • rect (pygame.Rect | (int, int, int, int)): the rectangle, in scene coordinates.

Distance from the object’s centre to a point.

  • x (int): point x, in scene coordinates.
  • y (int): point y, in scene coordinates.

Distance between two object centres.

  • other (object): the other object.

Rotation in degrees.

Centre of the object (scene coordinates).

Centre of the collision shape in scene coordinates.

The offset of the shape from the object centre.

The polygon vertices.

Radius of an ellipse shape (half of its smaller side).

The overlapping area with a rectangle, or None.

  • x (int): rectangle x, in scene coordinates.
  • y (int): rectangle y, in scene coordinates.
  • width (int): rectangle width.
  • height (int): rectangle height.

The size of the shape used by rect and ellipse.

The shape used for collisions.

Fill, text or tint color as (r, g, b, a).

Unit vector (dx, dy) pointing from the object to a point.

  • x (int): point x, in scene coordinates.
  • y (int): point y, in scene coordinates.

Second endpoint as a tuple.

The x of the second endpoint.

The y of the second endpoint.

Height in pixels.

Distance between the two endpoints.

The name of the object.

Transform anchor mode (e.g. 'center', 'top_left', 'custom').

The anchor resolved to content pixels (x, y).

Local position (x, y), relative to the parent object.

Local pygame.Rect of the object.

The stretch factors as (scale_x, scale_y).

The x stretch factor.

The y stretch factor.

Size in pixels as (width, height).

First endpoint as a tuple.

The x of the first endpoint.

The y of the first endpoint.

Line width in pixels.

The type key of the object.

The uuid of the object.

The visible state as a bool.

Width in pixels.

Position in scene coordinates, i.e. with every parent offset added. Moving the object shifts both endpoints by the same delta.

pygame.Rect in scene coordinates.

The x part of the local position.

The y part of the local position.

Makes the object invisible. Same as obj.visible = False.

True when both objects have collision enabled and their shapes overlap.

  • other (object): the other object.

is_colliding_with_rect(x, y, width, height)

Section titled “is_colliding_with_rect(x, y, width, height)”

True when the shape overlaps the given rectangle.

  • x (int): rectangle x, in scene coordinates.
  • y (int): rectangle y, in scene coordinates.
  • width (int): rectangle width.
  • height (int): rectangle height.

True while collision detection is on for this object.

True while the object is hidden.

Cheap test: True when the point is inside the object’s bounding box.

  • x (int): point x, in scene coordinates.
  • y (int): point y, in scene coordinates.

Pixel-perfect test: True only on a non-transparent pixel. Prefer it for clicks, not for per-frame checks.

  • x (int): point x, in scene coordinates.
  • y (int): point y, in scene coordinates.

Same as is_visible().

True while the object is visible.

Moves the object by (dx, dy) pixels; both endpoints shift along.

  • dx (int): horizontal delta.
  • dy (int): vertical delta.

Resets every shape field to the object’s own size.

Sets the rotation.

  • degrees (float): angle, clockwise.

Sets the centre (scene coordinates).

  • x (int): new centre x.
  • y (int): new centre y.

Convenience: sets an ellipse by its two radii.

  • radius_x (float): horizontal radius.
  • radius_y (float): vertical radius.

Turns collision detection on or off (while it is off, every collides_with_* / is_colliding_* call returns False).

  • enabled (bool): True / False.

Moves the shape away from the object centre (follows scale and rotation).

  • x (float): horizontal offset.
  • y (float): vertical offset.

Sets explicit polygon vertices.

  • points (list): vertex list, e.g. [(0, 0), (50, 0), (25, 40)].

Sets the size used by rect and ellipse.

  • width (int): shape width.
  • height (int): shape height.

Sets the collision shape.

  • type (str): 'bbox', 'rect', 'ellipse' or 'polygon'.

Sets the color.

  • color ((r, g, b, a)): the new color tuple.

Sets the second endpoint.

  • x (int): x of the endpoint, in scene coordinates.
  • y (int): y of the endpoint, in scene coordinates.

Sets the x of the second endpoint.

  • x (int): x of the endpoint, in scene coordinates.

Sets the y of the second endpoint.

  • y (int): y of the endpoint, in scene coordinates.

Sets the height.

  • h (int): new height in pixels.

Choose the transform anchor.

  • pivot (str): 'center' (default), 'top_left', 'top_center', 'top_right', 'center_left', 'center_right', 'bottom_left', 'bottom_center', 'bottom_right' or 'custom'.

Rotate/scale around a free point of the object’s own pixel grid (also sets pivot to 'custom').

  • x (float): anchor x in the pixel grid.
  • y (float): anchor y in the pixel grid.

Sets both endpoints at once, e.g. set_points((0, 0), (100, 50)).

  • start_point ((int, int)): first endpoint, in scene coordinates.
  • end_point ((int, int)): second endpoint, in scene coordinates.

Sets the local position.

  • x (int): new x, relative to the parent object, in pixels.
  • y (int): new y, relative to the parent object, in pixels.

Sets both stretch factors.

  • sx (float): x stretch factor.
  • sy (float): y stretch factor.

Sets the x stretch factor.

  • sx (float): x stretch factor.

Sets the y stretch factor.

  • sy (float): y stretch factor.

Sets the size in pixels.

  • width (int): new width.
  • height (int): new height.

Sets the first endpoint.

  • x (int): x of the endpoint, in scene coordinates.
  • y (int): y of the endpoint, in scene coordinates.

Sets the x of the first endpoint.

  • x (int): x of the endpoint, in scene coordinates.

Sets the y of the first endpoint.

  • y (int): y of the endpoint, in scene coordinates.

Sets the line width.

  • t (int): width in pixels.

Sets the visible state.

  • visible (bool): True shows the object, False hides it.

Sets the width.

  • w (int): new width in pixels.

Sets the position in scene coordinates.

  • x (int): new x, in scene coordinates.
  • y (int): new y, in scene coordinates.

Sets the x part of the local position.

  • x (int): new x, relative to the parent object.

Sets the y part of the local position.

  • y (int): new y, relative to the parent object.

Makes the object visible. Same as obj.visible = True.

Pressed and released on the object.

The object starts overlapping other (both need collision enabled).

  • other (object): the other object.

The overlap with other ends.

  • other (object): the other object.

When the scene is replaced, the object is removed with studio.destroy_object() or the game closes.

Double click on the object.

Pointer moves while dragging.

  • pos ((int, int)): pointer position in scene coordinates.

The drag ends.

A pointer drag on the object starts.

Pointer moves onto the object.

Pointer moves off the object.

Left button pressed on the object.

The button that was pressed on this object is released.

Right click on the object.

Once, when the scene has loaded.

Every frame.

  • dt (float): seconds since the last frame.

When the object is shown or hidden.

  • visible (bool): True when shown, False when hidden.