intficpy.sequence module¶
TODO: * An “Up” ControlItem (pop) * “Label” ControlItem? - create a more human friendly interface for jumps/procedural navigation * Conditional logic & flow control - Idea: controller/navigator node where author defines a function (array of functions evaluated in sequence?) to determine where to read next
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class
intficpy.sequence.
Sequence
(game, template, data=None, sticky=False)¶ Bases:
intficpy.ifp_object.IFPObject
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class
Jump
(destination)¶ Bases:
intficpy.sequence.Sequence.ControlItem
Unconditionally jump to a label or index
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read
(game, event)¶
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class
Label
(name)¶ Bases:
intficpy.sequence.Sequence.ControlItem
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read
(game, event)¶
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class
Pause
¶ Bases:
intficpy.sequence.Sequence.ControlItem
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read
(game, event)¶
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class
Prompt
(save_key, label, question)¶ Bases:
intficpy.sequence.Sequence.ControlItem
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accept_input
(tokens)¶
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read
(game, event='turn')¶
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submit
()¶
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try_again
()¶
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class
SaveData
(save_key, value)¶ Bases:
intficpy.sequence.Sequence.ControlItem
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read
(*args, **kwargs)¶
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accept_input
(tokens)¶ Pass current input tokens from the parser, to the method corresponding to the type of input we are currently expecting
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choose
(tokens)¶ Try to use input tokens from the parser to choose an option in the current menu
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jump_to
(value)¶ Read the sequence from the specified point. Accepts a string that is registered as a label on the Sequence or an array specifying an index on the Sequence template
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next
(event)¶
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on_complete
()¶
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play
(event='turn')¶
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start
()¶
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property
current_item
¶
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property
current_node
¶
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class