BL_ActionActuator.BL_ActionActuator-class.html0000644000000000000000000011706711174457206020361 0ustar rootroot BL_ActionActuator.BL_ActionActuator
Module BL_ActionActuator :: Class BL_ActionActuator

Class BL_ActionActuator

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
        SCA_IActuator.SCA_IActuator --+
                                      |
                                     BL_ActionActuator

Action Actuators apply an action to an actor.

Instance Methods
 
setChannel(channel, matrix, mode=False)
 
setAction(action, reset=True)
DEPRECATED: use the 'action' property Sets the current action.
 
setStart(start)
DEPRECATED: use the 'start' property Specifies the starting frame of the animation.
 
setEnd(end)
DEPRECATED: use the 'end' property Specifies the ending frame of the animation.
 
setBlendin(blendin)
DEPRECATED: use the 'blendin' property Specifies the number of frames of animation to generate when making transitions between actions.
 
setPriority(priority)
DEPRECATED: use the 'priority' property Sets the priority of this actuator.
 
setFrame(frame)
DEPRECATED: use the 'frame' property Sets the current frame for the animation.
 
setProperty(prop)
DEPRECATED: use the 'property' property Sets the property to be used in FromProp playback mode.
 
setBlendtime(blendtime)
DEPRECATED: use the 'blendTime' property Sets the internal frame timer.
 
setType(mode)
DEPRECATED: use the 'type' property Sets the operation mode of the actuator
 
setContinue(cont)
DEPRECATED: use the 'continue' property Set the actions continue option True or False.
integer
getType()
DEPRECATED: use the 'type' property Returns the operation mode of the actuator
bool
getContinue()
DEPRECATED: use the 'continue' property When True, the action will always play from where last left off, otherwise negative events to this actuator will reset it to its start frame.
string
getAction()
DEPRECATED: use the 'action' property getAction() returns the name of the action associated with this actuator.
float
getStart()
DEPRECATED: use the 'start' property Returns the starting frame of the action.
float
getEnd()
DEPRECATED: use the 'end' property Returns the last frame of the action.
float
getBlendin()
DEPRECATED: use the 'blendin' property Returns the number of interpolation animation frames to be generated when this actuator is triggered.
integer
getPriority()
DEPRECATED: use the 'priority' property Returns the priority for this actuator.
float
getFrame()
DEPRECATED: use the 'frame' property Returns the current frame number.
string
getProperty()
DEPRECATED: use the 'property' property Returns the name of the property to be used in FromProp mode.
 
setFrameProperty(prop)
DEPRECATED: use the 'frameProperty' property
string
getFrameProperty()
DEPRECATED: use the 'frameProperty' property Returns the name of the property that is set to the current frame number.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
string action
The name of the action to set as the current action.
float blendTime
Sets the internal frame timer.
float blendin
Specifies the number of frames of animation to generate when making transitions between actions.
  continue
The actions continue option, True or False.
float end
Specifies the ending frame of the animation.
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
float frame
Sets the current frame for the animation.
string frameProperty
The name of the property that is set to the current frame number.
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
integer priority
Sets the priority of this actuator.
string property
Sets the property to be used in FromProp playback mode.
float start
Specifies the starting frame of the animation.
integer type
The operation mode of the actuator.
Method Details

setChannel(channel, matrix, mode=False)

 
Parameters:
  • channel (string) - A string specifying the name of the bone channel.
  • matrix (list [[float]]) - A 4x4 matrix specifying the overriding transformation as an offset from the bone's rest position.
  • mode (boolean) - True for armature/world space, False for bone space

setAction(action, reset=True)

 

DEPRECATED: use the 'action' property Sets the current action.

Parameters:
  • action (string) - The name of the action to set as the current action.
  • reset - Optional parameter indicating whether to reset the blend timer or not. A value of 1 indicates that the timer should be reset. A value of 0 will leave it unchanged. If reset is not specified, the timer will be reset.

setStart(start)

 

DEPRECATED: use the 'start' property Specifies the starting frame of the animation.

Parameters:
  • start (float) - the starting frame of the animation

setEnd(end)

 

DEPRECATED: use the 'end' property Specifies the ending frame of the animation.

Parameters:
  • end (float) - the ending frame of the animation

setBlendin(blendin)

 

DEPRECATED: use the 'blendin' property Specifies the number of frames of animation to generate when making transitions between actions.

Parameters:
  • blendin (float) - the number of frames in transition.

setPriority(priority)

 

DEPRECATED: use the 'priority' property Sets the priority of this actuator.

Parameters:
  • priority (integer) - Specifies the new priority. Actuators will lower priority numbers will override actuators with higher numbers.

setFrame(frame)

 

DEPRECATED: use the 'frame' property Sets the current frame for the animation.

Parameters:
  • frame (float) - Specifies the new current frame for the animation

setProperty(prop)

 

DEPRECATED: use the 'property' property Sets the property to be used in FromProp playback mode.

Parameters:
  • prop (string.) - the name of the property to use.

setBlendtime(blendtime)

 

DEPRECATED: use the 'blendTime' property Sets the internal frame timer.

Allows the script to directly modify the internal timer used when generating transitions between actions.

Parameters:
  • blendtime (float) - The new time. This parameter must be in the range from 0.0 to 1.0.

setType(mode)

 

DEPRECATED: use the 'type' property Sets the operation mode of the actuator

Parameters:
  • mode (integer) - KX_ACTIONACT_PLAY, KX_ACTIONACT_PROPERTY, KX_ACTIONACT_FLIPPER, KX_ACTIONACT_LOOPSTOP, KX_ACTIONACT_LOOPEND

setContinue(cont)

 

DEPRECATED: use the 'continue' property Set the actions continue option True or False. see getContinue.

Parameters:
  • cont (bool) - The continue option.

getType()

 

DEPRECATED: use the 'type' property Returns the operation mode of the actuator

Returns: integer
KX_ACTIONACT_PLAY, KX_ACTIONACT_PROPERTY, KX_ACTIONACT_FLIPPER, KX_ACTIONACT_LOOPSTOP, KX_ACTIONACT_LOOPEND

getPriority()

 

DEPRECATED: use the 'priority' property Returns the priority for this actuator. Actuators with lower Priority numbers will override actuators with higher numbers.

Returns: integer

setFrameProperty(prop)

 

DEPRECATED: use the 'frameProperty' property

Parameters:
  • prop (string) - A string specifying the property of the object that will be updated with the action frame number.

Instance Variable Details

blendTime

Sets the internal frame timer. This property must be in the range from 0.0 to blendin.
Type:
float

continue

The actions continue option, True or False. When True, the action will always play from where last left off, otherwise negative events to this actuator will reset it to its start frame.

priority

Sets the priority of this actuator. Actuators will lower priority numbers will override actuators with higher numbers.
Type:
integer

type

The operation mode of the actuator. KX_ACTIONACT_PLAY, KX_ACTIONACT_PROPERTY, KX_ACTIONACT_FLIPPER, KX_ACTIONACT_LOOPSTOP, KX_ACTIONACT_LOOPEND
Type:
integer

BL_Shader-module.html0000644000000000000000000001141411174457206013520 0ustar rootroot BL_Shader
Module BL_Shader

Module BL_Shader

Classes
  BL_Shader
BL_Shader GLSL shaders.
Variables
  __package__ = None
BL_Shader.BL_Shader-class.html0000644000000000000000000000724411174457206015130 0ustar rootroot BL_Shader.BL_Shader
Module BL_Shader :: Class BL_Shader

Class BL_Shader

BL_Shader GLSL shaders.

All placeholders have a __ prefix

BL_ShapeActionActuator-module.html0000644000000000000000000001160111174457206016211 0ustar rootroot BL_ShapeActionActuator
Module BL_ShapeActionActuator

Module BL_ShapeActionActuator

Classes
  BL_ShapeActionActuator
ShapeAction Actuators apply an shape action to an mesh object.
Variables
  __package__ = None
BL_ShapeActionActuator.BL_ShapeActionActuator-class.html0000644000000000000000000010611211174457206022310 0ustar rootroot BL_ShapeActionActuator.BL_ShapeActionActuator
Module BL_ShapeActionActuator :: Class BL_ShapeActionActuator

Class BL_ShapeActionActuator

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
        SCA_IActuator.SCA_IActuator --+
                                      |
                                     BL_ShapeActionActuator

ShapeAction Actuators apply an shape action to an mesh object.

Instance Methods
 
setAction(action, reset=True)
DEPRECATED: use the 'action' property Sets the current action.
 
setStart(start)
DEPRECATED: use the 'start' property Specifies the starting frame of the animation.
 
setEnd(end)
DEPRECATED: use the 'end' property Specifies the ending frame of the animation.
 
setBlendin(blendin)
DEPRECATED: use the 'blendin' property Specifies the number of frames of animation to generate when making transitions between actions.
 
setPriority(priority)
DEPRECATED: use the 'priority' property Sets the priority of this actuator.
 
setFrame(frame)
DEPRECATED: use the 'frame' property Sets the current frame for the animation.
 
setProperty(prop)
DEPRECATED: use the 'property' property Sets the property to be used in FromProp playback mode.
 
setBlendtime(blendtime)
DEPRECATED: use the 'blendTime' property Sets the internal frame timer.
 
setType(mode)
DEPRECATED: use the 'type' property Sets the operation mode of the actuator
integer
getType()
DEPRECATED: use the 'type' property Returns the operation mode of the actuator
string
getAction()
DEPRECATED: use the 'action' property getAction() returns the name of the action associated with this actuator.
float
getStart()
DEPRECATED: use the 'start' property Returns the starting frame of the action.
float
getEnd()
DEPRECATED: use the 'end' property Returns the last frame of the action.
float
getBlendin()
DEPRECATED: use the 'blendin' property Returns the number of interpolation animation frames to be generated when this actuator is triggered.
integer
getPriority()
DEPRECATED: use the 'priority' property Returns the priority for this actuator.
float
getFrame()
DEPRECATED: use the 'frame' property Returns the current frame number.
string
getProperty()
DEPRECATED: use the 'property' property Returns the name of the property to be used in FromProp mode.
 
setFrameProperty(prop)
DEPRECATED: use the 'frameProperty' property
string
getFrameProperty()
DEPRECATED: use the 'frameProperty' property Returns the name of the property that is set to the current frame number.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
string action
The name of the action to set as the current shape action.
float blendTime
Sets the internal frame timer.
float blendin
Specifies the number of frames of animation to generate when making transitions between actions.
float end
Specifies the ending frame of the shape animation.
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
float frame
Sets the current frame for the animation.
string frameProperty
The name of the property that is set to the current frame number.
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
integer priority
Sets the priority of this actuator.
string property
Sets the property to be used in FromProp playback mode.
float start
Specifies the starting frame of the shape animation.
integer type
The operation mode of the actuator.
Method Details

setAction(action, reset=True)

 

DEPRECATED: use the 'action' property Sets the current action.

Parameters:
  • action (string) - The name of the action to set as the current action.
  • reset - Optional parameter indicating whether to reset the blend timer or not. A value of 1 indicates that the timer should be reset. A value of 0 will leave it unchanged. If reset is not specified, the timer will be reset.

setStart(start)

 

DEPRECATED: use the 'start' property Specifies the starting frame of the animation.

Parameters:
  • start (float) - the starting frame of the animation

setEnd(end)

 

DEPRECATED: use the 'end' property Specifies the ending frame of the animation.

Parameters:
  • end (float) - the ending frame of the animation

setBlendin(blendin)

 

DEPRECATED: use the 'blendin' property Specifies the number of frames of animation to generate when making transitions between actions.

Parameters:
  • blendin (float) - the number of frames in transition.

setPriority(priority)

 

DEPRECATED: use the 'priority' property Sets the priority of this actuator.

Parameters:
  • priority (integer) - Specifies the new priority. Actuators will lower priority numbers will override actuators with higher numbers.

setFrame(frame)

 

DEPRECATED: use the 'frame' property Sets the current frame for the animation.

Parameters:
  • frame (float) - Specifies the new current frame for the animation

setProperty(prop)

 

DEPRECATED: use the 'property' property Sets the property to be used in FromProp playback mode.

Parameters:
  • prop (string.) - the name of the property to use.

setBlendtime(blendtime)

 

DEPRECATED: use the 'blendTime' property Sets the internal frame timer.

Allows the script to directly modify the internal timer used when generating transitions between actions.

Parameters:
  • blendtime (float) - The new time. This parameter must be in the range from 0.0 to 1.0.

setType(mode)

 

DEPRECATED: use the 'type' property Sets the operation mode of the actuator

Parameters:
  • mode (integer) - KX_ACTIONACT_PLAY, KX_ACTIONACT_PROPERTY, KX_ACTIONACT_FLIPPER, KX_ACTIONACT_LOOPSTOP, KX_ACTIONACT_LOOPEND

getType()

 

DEPRECATED: use the 'type' property Returns the operation mode of the actuator

Returns: integer
KX_ACTIONACT_PLAY, KX_ACTIONACT_PROPERTY, KX_ACTIONACT_FLIPPER, KX_ACTIONACT_LOOPSTOP, KX_ACTIONACT_LOOPEND

getPriority()

 

DEPRECATED: use the 'priority' property Returns the priority for this actuator. Actuators with lower Priority numbers will override actuators with higher numbers.

Returns: integer

setFrameProperty(prop)

 

DEPRECATED: use the 'frameProperty' property

Parameters:
  • prop (string) - A string specifying the property of the object that will be updated with the action frame number.

Instance Variable Details

blendTime

Sets the internal frame timer. This property must be in the range from 0.0 to blendin.
Type:
float

priority

Sets the priority of this actuator. Actuators will lower priority numbers will override actuators with higher numbers.
Type:
integer

type

The operation mode of the actuator. KX_ACTIONACT_PLAY, KX_ACTIONACT_PROPERTY, KX_ACTIONACT_FLIPPER, KX_ACTIONACT_LOOPSTOP, KX_ACTIONACT_LOOPEND
Type:
integer

CListValue-module.html0000644000000000000000000001140511174457206013750 0ustar rootroot CListValue
Module CListValue

Module CListValue

Classes
  CListValue
CListValue
Variables
  __package__ = None
CListValue.CListValue-class.html0000644000000000000000000002525011174457207015606 0ustar rootroot CListValue.CListValue
Module CListValue :: Class CListValue

Class CListValue

CListValue

This is a list like object used in the game engine internally that behaves similar to a python list in most ways.

As well as the normal index lookup. val= clist[i]

CListValue supports string lookups. val= scene.objects["OBCube"]

Other operations such as len(clist), list(clist), clist[0:10] are also supported.

Instance Methods
 
append(val)
Add an item to the list (like pythons append)
integer
count(val)
Count the number of instances of a value in the list.
integer
index(val)
Return the index of a value in the list.
 
reverse()
Reverse the order of the list.
 
from_id(id)
This is a funtion especially for the game engine to return a value with a spesific id.
Method Details

append(val)

 

Add an item to the list (like pythons append)

Warning: Appending values to the list can cause crashes when the list is used internally by the game engine.

count(val)

 

Count the number of instances of a value in the list.

Returns: integer
number of instances

index(val)

 

Return the index of a value in the list.

Returns: integer
The index of the value in the list.

from_id(id)

 

This is a funtion especially for the game engine to return a value with a spesific id.

Since object names are not always unique, the id of an object can be used to get an object from the CValueList.

Example.

myObID = id(gameObject)

...

ob= scene.objects.from_id(myObID)

Where myObID is an int or long from the id function.

This has the advantage that you can store the id in places you could not store a gameObject.

Warning: the id is derived from a memory location and will be different each time the game engine starts.


GameKeys-module.html0000644000000000000000000003374211174457206013452 0ustar rootroot GameKeys
Module GameKeys

Module GameKeys

Documentation for the GameKeys module.

This module holds key constants for the SCA_KeyboardSensor.

Alphabet keys

Number keys

Shift Modifiers

Arrow Keys

Numberpad Keys

Function Keys

Other Keys

Example:

       # Set a connected keyboard sensor to accept F1
       import GameLogic
       import GameKeys
       
       co = GameLogic.getCurrentController()
       # 'Keyboard' is a keyboard sensor
       sensor = co.getSensor('Keyboard')
       sensor.key = GameKeys.F1KEY

Example:

       # Do the all keys thing
       import GameLogic
       import GameKeys
       
       co = GameLogic.getCurrentController()
       # 'Keyboard' is a keyboard sensor
       sensor = co.getSensor('Keyboard')
       keylist = sensor.events
       for key in keylist:
               # key[0] == GameKeys.keycode, key[1] = status
               if key[1] == GameLogic.KX_INPUT_JUST_ACTIVATED:
                       if key[0] == GameKeys.WKEY:
                               # Activate Forward!
                       if key[0] == GameKeys.SKEY:
                               # Activate Backward!
                       if key[0] == GameKeys.AKEY:
                               # Activate Left!
                       if key[0] == GameKeys.DKEY:
                               # Activate Right!
Functions
string
EventToString(event)
Return the string name of a key event.
string
EventToCharacter(event, shift)
Return the string name of a key event.
Variables
  __package__ = None
Function Details

EventToString(event)

 

Return the string name of a key event. Will raise a ValueError error if its invalid.

Parameters:
  • event (int) - key event from GameKeys or the keyboard sensor.
Returns: string

EventToCharacter(event, shift)

 

Return the string name of a key event. Returns an empty string if the event cant be represented as a character.

Parameters:
  • event (int) - key event from GameKeys or the keyboard sensor.
  • shift (bool) - set to true if shift is held.
Returns: string

GameLogic-module.html0000644000000000000000000015626011174457206013575 0ustar rootroot GameLogic
Module GameLogic

Module GameLogic

Documentation for the GameLogic Module.

Modules available in the game engine:

Undocumented modules:

All the other modules are accessible through the methods in GameLogic.

See WhatsNew for updates, changes and new functionality in the Game Engine Python API.

Examples:

       # To get the controller thats running this python script:
       co = GameLogic.getCurrentController() # GameLogic is automatically imported
       
       # To get the game object this controller is on:
       obj = co.getOwner()

KX_GameObject and KX_Camera or KX_LightObject methods are available depending on the type of object:

       # To get a sensor linked to this controller.
       # "sensorname" is the name of the sensor as defined in the Blender interface.
       # +---------------------+  +--------+
       # | Sensor "sensorname" +--+ Python +
       # +---------------------+  +--------+
       sens = co.getSensor("sensorname")

       # To get a list of all sensors:
       sensors = co.getSensors()

See the sensor's reference for available methods:

You can also access actuators linked to the controller:

       # To get an actuator attached to the controller:
       #                          +--------+  +-------------------------+
       #                          + Python +--+ Actuator "actuatorname" |
       #                          +--------+  +-------------------------+
       actuator = co.getActuator("actuatorname")
       
       # Activate an actuator
       GameLogic.addActiveActuator(actuator, True)

See the actuator's reference for available methods:

Most logic brick's methods are accessors for the properties available in the logic buttons. Consult the logic bricks documentation for more information on how each logic brick works.

There are also methods to access the current KX_Scene:

       # Get the current scene
       scene = GameLogic.getCurrentScene()
       
       # Get the current camera
       cam = scene.active_camera

Matricies as used by the game engine are row major:

       matrix[row][col] = blah

KX_Camera has some examples using matricies.

Functions
SCA_PythonController
getCurrentController()
Gets the Python controller associated with this Python script.
KX_Scene
getCurrentScene()
Gets the current Scene.
 
addActiveActuator(actuator, activate)
Activates the given actuator.
 
sendMessage(subject, body='', to='', message_from='')
Sends a message to sensors in any active scene.
 
getRandomFloat()
Returns a random floating point value in the range [0...1)
 
setGravity(gravity)
Sets the world gravity.
list [float], len(getSpectrum()) == 512
getSpectrum()
Returns a 512 point list from the sound card.
 
stopDSP()
Stops the sound driver using DSP effects.
float
getLogicTicRate()
Gets the logic update frequency.
 
setLogicTicRate(ticrate)
Sets the logic update frequency.
float
getPhysicsTicRate()
Gets the physics update frequency
 
setPhysicsTicRate(ticrate)
Sets the physics update frequency
float
getAverageFrameRate()
Gets the estimated average framerate
string
expandPath(path)
Converts a blender internal path into a proper file system path.
list
getBlendFileList(path='//')
Returns a list of blend files in the same directory as the open blend file, or from using the option argument.
Variables
  __package__ = None
    Constants
  KX_FALSE
False value used by some modules.
  KX_TRUE
True value used by some modules.
    Property Sensor
  KX_PROPSENSOR_CHANGED
Activate when the property changes
  KX_PROPSENSOR_EQUAL
Activate when the property is equal to the sensor value.
  KX_PROPSENSOR_EXPRESSION
Activate when the expression matches
  KX_PROPSENSOR_INTERVAL
Activate when the property is between the specified limits.
  KX_PROPSENSOR_NOTEQUAL
Activate when the property is not equal to the sensor value.
    Constraint Actuator
  KX_CONSTRAINTACT_LOCX
See KX_ConstraintActuator
  KX_CONSTRAINTACT_LOCY
See KX_ConstraintActuator
  KX_CONSTRAINTACT_LOCZ
See KX_ConstraintActuator
  KX_CONSTRAINTACT_ROTX
See KX_ConstraintActuator
  KX_CONSTRAINTACT_ROTY
See KX_ConstraintActuator
  KX_CONSTRAINTACT_ROTZ
See KX_ConstraintActuator
    IPO Actuator
  KX_IPOACT_FLIPPER
See KX_IpoActuator
  KX_IPOACT_LOOPEND
See KX_IpoActuator
  KX_IPOACT_LOOPSTOP
See KX_IpoActuator
  KX_IPOACT_PINGPONG
See KX_IpoActuator
  KX_IPOACT_PLAY
See KX_IpoActuator
    Random Distributions
  KX_RANDOMACT_BOOL_BERNOUILLI
See SCA_RandomActuator
  KX_RANDOMACT_BOOL_CONST
See SCA_RandomActuator
  KX_RANDOMACT_BOOL_UNIFORM
See SCA_RandomActuator
  KX_RANDOMACT_FLOAT_CONST
See SCA_RandomActuator
  KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL
See SCA_RandomActuator
  KX_RANDOMACT_FLOAT_NORMAL
See SCA_RandomActuator
  KX_RANDOMACT_FLOAT_UNIFORM
See SCA_RandomActuator
  KX_RANDOMACT_INT_CONST
See SCA_RandomActuator
  KX_RANDOMACT_INT_POISSON
See SCA_RandomActuator
  KX_RANDOMACT_INT_UNIFORM
See SCA_RandomActuator
    Action Actuator
  KX_ACTIONACT_FLIPPER
See BL_ActionActuator
  KX_ACTIONACT_LOOPEND
See BL_ActionActuator
  KX_ACTIONACT_LOOPSTOP
See BL_ActionActuator
  KX_ACTIONACT_PLAY
See BL_ActionActuator
  KX_ACTIONACT_PROPERTY
See BL_ActionActuator
    Sound Actuator
  KX_SOUNDACT_LOOPBIDIRECTIONAL
See KX_SoundActuator
  KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP
See KX_SoundActuator
  KX_SOUNDACT_LOOPEND
See KX_SoundActuator
  KX_SOUNDACT_LOOPSTOP
See KX_SoundActuator
  KX_SOUNDACT_PLAYEND
See KX_SoundActuator
  KX_SOUNDACT_PLAYSTOP
See KX_SoundActuator
    Radar Sensor
  KX_RADAR_AXIS_NEG_X
See KX_RadarSensor
  KX_RADAR_AXIS_NEG_Y
See KX_RadarSensor
  KX_RADAR_AXIS_NEG_Z
See KX_RadarSensor
  KX_RADAR_AXIS_POS_X
See KX_RadarSensor
  KX_RADAR_AXIS_POS_Y
See KX_RadarSensor
  KX_RADAR_AXIS_POS_Z
See KX_RadarSensor
    Ray Sensor
  KX_RAY_AXIS_NEG_X
See KX_RaySensor
  KX_RAY_AXIS_NEG_Y
See KX_RaySensor
  KX_RAY_AXIS_NEG_Z
See KX_RaySensor
  KX_RAY_AXIS_POS_X
See KX_RaySensor
  KX_RAY_AXIS_POS_Y
See KX_RaySensor
  KX_RAY_AXIS_POS_Z
See KX_RaySensor
    Dynamic Actuator
  KX_DYN_DISABLE_DYNAMICS
See KX_SCA_DynamicActuator
  KX_DYN_DISABLE_RIGID_BODY
See KX_SCA_DynamicActuator
  KX_DYN_ENABLE_RIGID_BODY
See KX_SCA_DynamicActuator
  KX_DYN_RESTORE_DYNAMICS
See KX_SCA_DynamicActuator
  KX_DYN_SET_MASS
See KX_SCA_DynamicActuator
    Input Status
  KX_INPUT_ACTIVE
See SCA_MouseSensor
  KX_INPUT_JUST_ACTIVATED
See SCA_MouseSensor
  KX_INPUT_JUST_RELEASED
See SCA_MouseSensor
  KX_INPUT_NONE
See SCA_MouseSensor
    Mouse Buttons
  KX_MOUSE_BUT_LEFT
See SCA_MouseSensor
  KX_MOUSE_BUT_MIDDLE
See SCA_MouseSensor
  KX_MOUSE_BUT_RIGHT
See SCA_MouseSensor
Function Details

addActiveActuator(actuator, activate)

 

Activates the given actuator.

Parameters:
  • activate (boolean) - whether to activate or deactivate the given actuator.
  • actuator (SCA_IActuator or the actuator name as a string.)

sendMessage(subject, body='', to='', message_from='')

 

Sends a message to sensors in any active scene.

Parameters:
  • subject (string) - The subject of the message
  • body (string) - The body of the message (optional)
  • to (string) - The name of the object to send the message to (optional)
  • message_from (string) - The name of the object that the message is coming from (optional)

setGravity(gravity)

 

Sets the world gravity.

Parameters:
  • gravity (list [fx, fy, fz])

getSpectrum()

 

Returns a 512 point list from the sound card. This only works if the fmod sound driver is being used.

Returns: list [float], len(getSpectrum()) == 512

stopDSP()

 

Stops the sound driver using DSP effects.

Only the fmod sound driver supports this. DSP can be computationally expensive.

getLogicTicRate()

 

Gets the logic update frequency.

Returns: float
The logic frequency in Hz

setLogicTicRate(ticrate)

 

Sets the logic update frequency.

The logic update frequency is the number of times logic bricks are executed every second. The default is 30 Hz.

Parameters:
  • ticrate (float) - The new logic update frequency (in Hz).

getPhysicsTicRate()

 

Gets the physics update frequency

Returns: float
The physics update frequency in Hz

setPhysicsTicRate(ticrate)

 

Sets the physics update frequency

The physics update frequency is the number of times the physics system is executed every second. The default is 60 Hz.

Parameters:
  • ticrate (float) - The new update frequency (in Hz).

getAverageFrameRate()

 

Gets the estimated average framerate

Returns: float
The estimed average framerate in frames per second

expandPath(path)

 

Converts a blender internal path into a proper file system path.

Use / as directory separator in path You can use '//' at the start of the string to define a relative path; Blender replaces that string by the directory of the startup .blend or runtime file to make a full path name (doesn't change during the game, even if you load other .blend). The function also converts the directory separator to the local file system format.

Parameters:
  • path (string) - The path string to be converted/expanded.
Returns: string
The converted string

getBlendFileList(path='//')

 

Returns a list of blend files in the same directory as the open blend file, or from using the option argument.

Parameters:
  • path (string) - Optional directory argument, will be expanded (like expandPath) into the full path.
Returns: list
A list of filenames, with no directory prefix

GameTypes-module.html0000644000000000000000000006421211174457206013637 0ustar rootroot GameTypes
Module GameTypes

Module GameTypes

GameEngine Types

Variables
  BL_ActionActuator
BL_ActionActuator
  BL_Shader
BL_Shader
  BL_ShapeActionActuator
BL_ShapeActionActuator
  CListValue
CListValue
  CValue
CValue
  KX_BlenderMaterial
KX_BlenderMaterial
  KX_CDActuator
KX_CDActuator
  KX_Camera
KX_Camera
  KX_CameraActuator
KX_CameraActuator
  KX_ConstraintActuator
KX_ConstraintActuator
  KX_ConstraintWrapper
KX_ConstraintWrapper
  KX_GameActuator
KX_GameActuator
  KX_GameObject
KX_GameObject
  KX_IpoActuator
KX_IpoActuator
  KX_LightObject
KX_LightObject
  KX_MeshProxy
KX_MeshProxy
  KX_MouseFocusSensor
KX_MouseFocusSensor
  KX_NearSensor
KX_NearSensor
  KX_NetworkMessageActuator
KX_NetworkMessageActuator
  KX_NetworkMessageSensor
KX_NetworkMessageSensor
  KX_ObjectActuator
KX_ObjectActuator
  KX_ParentActuator
KX_ParentActuator
  KX_PhysicsObjectWrapper
KX_PhysicsObjectWrapper
  KX_PolyProxy
KX_PolyProxy
  KX_PolygonMaterial
KX_PolygonMaterial
  KX_RadarSensor
KX_RadarSensor
  KX_RaySensor
KX_RaySensor
  KX_SCA_AddObjectActuator
KX_SCA_AddObjectActuator
  KX_SCA_DynamicActuator
KX_SCA_DynamicActuator
  KX_SCA_EndObjectActuator
KX_SCA_EndObjectActuator
  KX_SCA_ReplaceMeshActuator
KX_SCA_ReplaceMeshActuator
  KX_Scene
KX_Scene
  KX_SceneActuator
KX_SceneActuator
  KX_SoundActuator
KX_SoundActuator
  KX_StateActuator
KX_StateActuator
  KX_TouchSensor
KX_TouchSensor
  KX_TrackToActuator
KX_TrackToActuator
  KX_VehicleWrapper
KX_VehicleWrapper
  KX_VertexProxy
KX_VertexProxy
  KX_VisibilityActuator
KX_VisibilityActuator
  PyObjectPlus
PyObjectPlus
  SCA_2DFilterActuator
SCA_2DFilterActuator
  SCA_ANDController
SCA_ANDController
  SCA_ActuatorSensor
SCA_ActuatorSensor
  SCA_AlwaysSensor
SCA_AlwaysSensor
  SCA_DelaySensor
SCA_DelaySensor
  SCA_ILogicBrick
SCA_ILogicBrick
  SCA_IObject
SCA_IObject
  SCA_ISensor
SCA_ISensor
  SCA_JoystickSensor
SCA_JoystickSensor
  SCA_KeyboardSensor
SCA_KeyboardSensor
  SCA_MouseSensor
SCA_MouseSensor
  SCA_NANDController
SCA_NANDController
  SCA_NORController
SCA_NORController
  SCA_ORController
SCA_ORController
  SCA_PropertyActuator
SCA_PropertyActuator
  SCA_PropertySensor
SCA_PropertySensor
  SCA_PythonController
SCA_PythonController
  SCA_RandomActuator
SCA_RandomActuator
  SCA_RandomSensor
SCA_RandomSensor
  SCA_XNORController
SCA_XNORController
  SCA_XORController
SCA_XORController
  __package__ = None
KX_BlenderMaterial-module.html0000644000000000000000000001147511174457206015400 0ustar rootroot KX_BlenderMaterial
Module KX_BlenderMaterial

Module KX_BlenderMaterial

Classes
  KX_BlenderMaterial
KX_BlenderMaterial
Variables
  __package__ = None
KX_BlenderMaterial.KX_BlenderMaterial-class.html0000644000000000000000000000732511174457207020653 0ustar rootroot KX_BlenderMaterial.KX_BlenderMaterial
Module KX_BlenderMaterial :: Class KX_BlenderMaterial

Class KX_BlenderMaterial

KX_BlenderMaterial

All placeholders have a __ prefix

KX_CDActuator-module.html0000644000000000000000000001144411174457206014333 0ustar rootroot KX_CDActuator
Module KX_CDActuator

Module KX_CDActuator

Classes
  KX_CDActuator
CD Controller actuator.
Variables
  __package__ = None
KX_CDActuator.KX_CDActuator-class.html0000644000000000000000000003722211174457207016550 0ustar rootroot KX_CDActuator.KX_CDActuator
Module KX_CDActuator :: Class KX_CDActuator

Class KX_CDActuator

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
        SCA_IActuator.SCA_IActuator --+
                                      |
                                     KX_CDActuator

CD Controller actuator.

Instance Methods
 
startCD()
Starts the CD playing.
 
stopCD()
Stops the CD playing.
 
pauseCD()
Pauses the CD.
 
resumeCD()
Resumes the CD after a pause.
 
playAll()
Plays the CD from the beginning.
 
playTrack(trackNumber)
Plays the track selected.
 
setGain(gain)
DEPRECATED: Use the volume property.
float
getGain()
DEPRECATED: Use the volume property.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
float gain
the gain (volume) of the CD between 0.0 and 1.0.
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
integer track
the track selected to be played
float volume
controls the volume to set the CD to.
Method Details

setGain(gain)

 

DEPRECATED: Use the volume property. Sets the gain (volume) of the CD.

Parameters:
  • gain (float) - the gain to set the CD to. 0.0 = silent, 1.0 = max volume.

getGain()

 

DEPRECATED: Use the volume property. Gets the current gain (volume) of the CD.

Returns: float
Between 0.0 (silent) and 1.0 (max volume)

Instance Variable Details

volume

controls the volume to set the CD to. 0.0 = silent, 1.0 = max volume.
Type:
float

KX_Camera-module.html0000644000000000000000000001140511174457206013527 0ustar rootroot KX_Camera
Module KX_Camera

Module KX_Camera

Classes
  KX_Camera
A Camera object.
Variables
  __package__ = None
KX_Camera.KX_Camera-class.html0000644000000000000000000022131511174457207015144 0ustar rootroot KX_Camera.KX_Camera
Module KX_Camera :: Class KX_Camera

Class KX_Camera

KX_GameObject.KX_GameObject --+
                              |
                             KX_Camera

A Camera object.

Instance Methods
 
sphereInsideFrustum(centre, radius)
Tests the given sphere against the view frustum.
 
boxInsideFrustum(box)
Tests the given box against the view frustum.
boolean
pointInsideFrustum(point)
Tests the given point against the view frustum.
matrix (4x4 list)
getCameraToWorld()
Returns the camera-to-world transform.
matrix (4x4 list)
getWorldToCamera()
Returns the world-to-camera transform.
matrix (4x4 list)
getProjectionMatrix()
Returns the camera's projection matrix.
 
setProjectionMatrix(matrix)
Sets the camera's projection matrix.
 
enableViewport(viewport)
Use this camera to draw a viewport on the screen (for split screen games or overlay scenes).
 
setOnTop()
Set this cameras viewport ontop of all other viewport.
 
setViewport(left, bottom, right, top)
Sets the region of this viewport on the screen in pixels.
 
alignAxisToVect(vect, axis)
Aligns any of the game object's axis along the given vector. (Inherited from KX_GameObject.KX_GameObject)
 
applyForce(force, local=0)
Sets the game object's force. (Inherited from KX_GameObject.KX_GameObject)
 
applyImpulse(point, impulse)
Applies an impulse to the game object. (Inherited from KX_GameObject.KX_GameObject)
 
applyMovement(movement, local=0)
Sets the game object's movement. (Inherited from KX_GameObject.KX_GameObject)
 
applyRotation(rotation, local=0)
Sets the game object's rotation. (Inherited from KX_GameObject.KX_GameObject)
 
applyTorque(torque, local=0)
Sets the game object's torque. (Inherited from KX_GameObject.KX_GameObject)
 
disableRigidBody()
Disables rigid body physics for this object. (Inherited from KX_GameObject.KX_GameObject)
 
enableRigidBody()
Enables rigid body physics for this object. (Inherited from KX_GameObject.KX_GameObject)
 
endObject()
Delete this object, can be used inpace of the EndObject Actuator. (Inherited from KX_GameObject.KX_GameObject)
list [vx, vy, vz]
getAngularVelocity(local=0)
Gets the game object's angular velocity. (Inherited from KX_GameObject.KX_GameObject)
3d vector.
getAxisVect(vect)
Returns the axis vector rotates by the objects worldspace orientation. (Inherited from KX_GameObject.KX_GameObject)
CListValue of KX_GameObject
getChildren()
Return a list of immediate children of this object. (Inherited from KX_GameObject.KX_GameObject)
CListValue of KX_GameObject
getChildrenRecursive()
Return a list of children of this object, including all their childrens children. (Inherited from KX_GameObject.KX_GameObject)
float
getDistanceTo(other)
Returns the distance to another object or point. (Inherited from KX_GameObject.KX_GameObject)
list [vx, vy, vz]
getLinearVelocity(local=0)
Gets the game object's linear velocity. (Inherited from KX_GameObject.KX_GameObject)
float
getMass()
Gets the game object's mass. (Inherited from KX_GameObject.KX_GameObject)
KX_MeshProxy
getMesh(mesh)
Gets the mesh object for this object. (Inherited from KX_GameObject.KX_GameObject)
3x3 rotation matrix
getOrientation()
Gets the game object's orientation. (Inherited from KX_GameObject.KX_GameObject)
KX_GameObject
getParent()
Gets this object's parent. (Inherited from KX_GameObject.KX_GameObject)
 
getPhysicsId()
Returns the user data object associated with this game object's physics controller. (Inherited from KX_GameObject.KX_GameObject)
list [x, y, z]
getPosition()
Gets the game object's position. (Inherited from KX_GameObject.KX_GameObject)
list
getPropertyNames()
Gets a list of all property names. (Inherited from KX_GameObject.KX_GameObject)
list [fx, fy, fz]
getReactionForce()
Gets the game object's reaction force. (Inherited from KX_GameObject.KX_GameObject)
int
getState()
Gets the game object's state bitmask. (Inherited from KX_GameObject.KX_GameObject)
3-tuple (float, 3-tuple (x,y,z), 3-tuple (x,y,z))
getVectTo(other)
Returns the vector and the distance to another object or point. (Inherited from KX_GameObject.KX_GameObject)
list [vx, vy, vz]
getVelocity(point)
Gets the game object's velocity at the specified point. (Inherited from KX_GameObject.KX_GameObject)
boolean
getVisible()
Gets the game object's visible flag. (Inherited from KX_GameObject.KX_GameObject)
3-tuple (KX_GameObject, 3-tuple (x,y,z), 3-tuple (nx,ny,nz)) or 4-tuple (KX_GameObject, 3-tuple (x,y,z), 3-tuple (nx,ny,nz), KX_PolyProxy)
rayCast(objto, objfrom, dist, prop, face, xray, poly)
Look from a point/object to another point/object and find first object hit within dist that matches prop. (Inherited from KX_GameObject.KX_GameObject)
KX_GameObject
rayCastTo(other, dist, prop)
Look towards another point/object and find first object hit within dist that matches prop. (Inherited from KX_GameObject.KX_GameObject)
 
removeParent()
Removes this objects parent. (Inherited from KX_GameObject.KX_GameObject)
 
replaceMesh(mesh_name)
Replace the mesh of this object with a new mesh. (Inherited from KX_GameObject.KX_GameObject)
 
restoreDynamics()
Resumes physics for this object. (Inherited from KX_GameObject.KX_GameObject)
 
sendMessage(subject, body='', to='')
Sends a message. (Inherited from KX_GameObject.KX_GameObject)
 
setAngularVelocity(velocity, local=0)
Sets the game object's angular velocity. (Inherited from KX_GameObject.KX_GameObject)
 
setCollisionMargin(margin)
Set the objects collision margin. (Inherited from KX_GameObject.KX_GameObject)
 
setLinearVelocity(velocity, local=0)
Sets the game object's linear velocity. (Inherited from KX_GameObject.KX_GameObject)
 
setOcclusion(occlusion, recursive)
Sets the game object's occlusion capability. (Inherited from KX_GameObject.KX_GameObject)
 
setOrientation(orn)
Sets the game object's orientation. (Inherited from KX_GameObject.KX_GameObject)
 
setParent(parent)
Sets this object's parent. (Inherited from KX_GameObject.KX_GameObject)
 
setPosition(pos)
Sets the game object's position. (Inherited from KX_GameObject.KX_GameObject)
 
setState(state)
Sets the game object's state flag. (Inherited from KX_GameObject.KX_GameObject)
 
setVisible(visible, recursive)
Sets the game object's visible flag. (Inherited from KX_GameObject.KX_GameObject)
 
setWorldPosition(pos)
Sets the game object's position in world coordinates regardless if the object is root or child. (Inherited from KX_GameObject.KX_GameObject)
 
suspendDynamics()
Suspends physics for this object. (Inherited from KX_GameObject.KX_GameObject)
Instance Variables
list actuators
a list of SCA_IActuator objects. (Inherited from KX_GameObject.KX_GameObject)
4x4 Matrix [[float]] camera_to_world
This camera's camera to world transform.
list of SCA_ISensor. controllers
a list of SCA_IController objects. (Inherited from KX_GameObject.KX_GameObject)
float far
The camera's far clip distance.
boolean frustum_culling
True if this camera is frustum culling.
bool isValid
Retuerns fails when the object has been removed from the scene and can no longer be used. (Inherited from KX_GameObject.KX_GameObject)
float lens
The camera's lens value.
float linVelocityMax
Clamp the maximum linear velocity to prevent objects moving beyond a set speed. (Inherited from KX_GameObject.KX_GameObject)
float linVelocityMin
Enforces the object keeps moving at a minimum velocity. (Inherited from KX_GameObject.KX_GameObject)
list [ix, iy, iz] localInertia
the object's inertia vector in local coordinates. (Inherited from KX_GameObject.KX_GameObject)
3x3 Matrix [[float]] localOrientation
The object's local orientation. (Inherited from KX_GameObject.KX_GameObject)
list [x, y, z] localPosition
The object's local position. (Inherited from KX_GameObject.KX_GameObject)
list [sx, sy, sz] localScaling
The object's local scaling factor. (Inherited from KX_GameObject.KX_GameObject)
float mass
The object's mass (Inherited from KX_GameObject.KX_GameObject)
list of KX_MeshProxy meshes
a list meshes for this object. (Inherited from KX_GameObject.KX_GameObject)
4x4 Matrix [[float]] modelview_matrix
This camera's 4x4 model view matrix.
string. name
The object's name. (Inherited from KX_GameObject.KX_GameObject)
float near
The camera's near clip distance.
boolean occlusion
occlusion capability flag. (Inherited from KX_GameObject.KX_GameObject)
3x3 Matrix [[float]] On write: local orientation, on read: world orientation orientation
The object's orientation. (Inherited from KX_GameObject.KX_GameObject)
KX_GameObject or None parent
The object's parent object. (Inherited from KX_GameObject.KX_GameObject)
boolean perspective
True if this camera has a perspective transform.
list [x, y, z] On write: local position, on read: world position position
The object's position. (Inherited from KX_GameObject.KX_GameObject)
4x4 Matrix [[float]] projection_matrix
This camera's 4x4 projection matrix.
list [sx, sy, sz] On write: local scaling, on read: world scaling scaling
The object's scaling factor. (Inherited from KX_GameObject.KX_GameObject)
list sensors
a list of SCA_ISensor objects. (Inherited from KX_GameObject.KX_GameObject)
int state
the game object's state bitmask, using the first 30 bits, one bit must always be set. (Inherited from KX_GameObject.KX_GameObject)
float timeOffset
adjust the slowparent delay at runtime. (Inherited from KX_GameObject.KX_GameObject)
boolean visible
visibility flag. (Inherited from KX_GameObject.KX_GameObject)
3x3 Matrix [[float]] worldOrientation
The object's world orientation. (Inherited from KX_GameObject.KX_GameObject)
list [x, y, z] worldPosition
The object's world position. (Inherited from KX_GameObject.KX_GameObject)
list [sx, sy, sz] worldScaling
The object's world scaling factor. (Inherited from KX_GameObject.KX_GameObject)
4x4 Matrix [[float]] world_to_camera
This camera's world to camera transform.
    Constants
  INSIDE
see sphereInsideFrustum() and boxInsideFrustum()
  INTERSECT
see sphereInsideFrustum() and boxInsideFrustum()
  OUTSIDE
see sphereInsideFrustum() and boxInsideFrustum()
Method Details

sphereInsideFrustum(centre, radius)

 

Tests the given sphere against the view frustum.

Parameters:
  • centre (list [x, y, z]) - The centre of the sphere (in world coordinates.)
  • radius (float) - the radius of the sphere
Returns:
INSIDE, OUTSIDE or INTERSECT

Example:

       import GameLogic
       co = GameLogic.getCurrentController()
       cam = co.GetOwner()
       
       # A sphere of radius 4.0 located at [x, y, z] = [1.0, 1.0, 1.0]
       if (cam.sphereInsideFrustum([1.0, 1.0, 1.0], 4) != cam.OUTSIDE):
               # Sphere is inside frustum !
               # Do something useful !
       else:
               # Sphere is outside frustum

boxInsideFrustum(box)

 

Tests the given box against the view frustum.

Example:

       import GameLogic
       co = GameLogic.getCurrentController()
       cam = co.GetOwner()
       
       # Box to test...
       box = []
       box.append([-1.0, -1.0, -1.0])
       box.append([-1.0, -1.0,  1.0])
       box.append([-1.0,  1.0, -1.0])
       box.append([-1.0,  1.0,  1.0])
       box.append([ 1.0, -1.0, -1.0])
       box.append([ 1.0, -1.0,  1.0])
       box.append([ 1.0,  1.0, -1.0])
       box.append([ 1.0,  1.0,  1.0])
       
       if (cam.boxInsideFrustum(box) != cam.OUTSIDE):
               # Box is inside/intersects frustum !
               # Do something useful !
       else:
               # Box is outside the frustum !
Parameters:
  • box (list) - Eight (8) corner points of the box (in world coordinates.)
Returns:
INSIDE, OUTSIDE or INTERSECT

pointInsideFrustum(point)

 

Tests the given point against the view frustum.

Example:

       import GameLogic
       co = GameLogic.getCurrentController()
       cam = co.GetOwner()

       # Test point [0.0, 0.0, 0.0]
       if (cam.pointInsideFrustum([0.0, 0.0, 0.0])):
               # Point is inside frustum !
               # Do something useful !
       else:
               # Box is outside the frustum !
Parameters:
  • point ([x, y, z]) - The point to test (in world coordinates.)
Returns: boolean
True if the given point is inside this camera's viewing frustum.

getCameraToWorld()

 

Returns the camera-to-world transform.

Returns: matrix (4x4 list)
the camera-to-world transform matrix.

getWorldToCamera()

 

Returns the world-to-camera transform.

This returns the inverse matrix of getCameraToWorld().

Returns: matrix (4x4 list)
the world-to-camera transform matrix.

getProjectionMatrix()

 

Returns the camera's projection matrix.

Returns: matrix (4x4 list)
the camera's projection matrix.

setProjectionMatrix(matrix)

 

Sets the camera's projection matrix.

You should use normalised device coordinates for the clipping planes: left = -1.0, right = 1.0, top = 1.0, bottom = -1.0, near = cam.near, far = cam.far

Example:

       import GameLogic

       def Scale(matrix, size):
               for y in range(4):
                       for x in range(4):
                               matrix[y][x] = matrix[y][x] * size[y]
               return matrix
       
       # Generate a perspective projection matrix
       def Perspective(cam):
               return [[cam.near, 0.0     ,  0.0                                  ,  0.0                                      ],
                       [0.0     , cam.near,  0.0                                  ,  0.0                                      ],
                       [0.0     , 0.0     , -(cam.far+cam.near)/(cam.far-cam.near), -2.0*cam.far*cam.near/(cam.far - cam.near)],
                       [0.0     , 0.0     , -1.0                                  ,  0.0                                      ]]
       
       # Generate an orthographic projection matrix
       # You will need to scale the camera
       def Orthographic(cam):
               return [[1.0/cam.scaling[0], 0.0               ,  0.0                   ,  0.0                                  ],
                       [0.0               , 1.0/cam.scaling[1],  0.0                   ,  0.0                                  ],
                       [0.0               , 0.0               , -2.0/(cam.far-cam.near), -(cam.far+cam.near)/(cam.far-cam.near)],
                       [0.0               , 0.0               ,  0.0                   ,  1.0                                  ]]
       
       # Generate an isometric projection matrix
       def Isometric(cam):
               return Scale([[0.707, 0.0  , 0.707, 0.0],
                             [0.408, 0.816,-0.408, 0.0],
                             [0.0  , 0.0  , 0.0  , 0.0],
                             [0.0  , 0.0  , 0.0  , 1.0]],
                             [1.0/cam.scaling[0], 1.0/cam.scaling[1], 1.0/cam.scaling[2], 1.0])
       
       co = GameLogic.getCurrentController()
       cam = co.getOwner()
       cam.setProjectionMatrix(Perspective(cam)))
Parameters:
  • matrix (4x4 matrix.) - The new projection matrix for this camera.

enableViewport(viewport)

 

Use this camera to draw a viewport on the screen (for split screen games or overlay scenes). The viewport region is defined with setViewport.

Parameters:
  • viewport (bool) - the new viewport status

setViewport(left, bottom, right, top)

 

Sets the region of this viewport on the screen in pixels.

Use Rasterizer.getWindowHeight Rasterizer.getWindowWidth to calculate values relative to the entire display.

Parameters:
  • top (int)
  • bottom (int)
  • right (int)
  • left (int)

Instance Variable Details

camera_to_world

This camera's camera to world transform. (read only) Regenerated every frame from the camera's position and orientation.
Type:
4x4 Matrix [[float]]

modelview_matrix

This camera's 4x4 model view matrix. (read only) Regenerated every frame from the camera's position and orientation.
Type:
4x4 Matrix [[float]]

perspective

True if this camera has a perspective transform.

If perspective is False, this camera has an orthographic transform.

Note that the orthographic transform is faked by multiplying the lens attribute by 100.0 and translating the camera 100.0 along the z axis.

This is the same as Blender. If you want a true orthographic transform, see setProjectionMatrix.

Type:
boolean

world_to_camera

This camera's world to camera transform. (read only) Regenerated every frame from the camera's position and orientation. This is camera_to_world inverted.
Type:
4x4 Matrix [[float]]

KX_CameraActuator-module.html0000644000000000000000000001150111174457206015227 0ustar rootroot KX_CameraActuator
Module KX_CameraActuator

Module KX_CameraActuator

Classes
  KX_CameraActuator
Applies changes to a camera.
Variables
  __package__ = None
KX_CameraActuator.KX_CameraActuator-class.html0000644000000000000000000005213411174457207020353 0ustar rootroot KX_CameraActuator.KX_CameraActuator
Module KX_CameraActuator :: Class KX_CameraActuator

Class KX_CameraActuator

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
        SCA_IActuator.SCA_IActuator --+
                                      |
                                     KX_CameraActuator

Applies changes to a camera.


Author: snail

Instance Methods
string, KX_GameObject or None if no object is set
getObject(name_only=1)
Returns the name of the object this actuator tracks.
 
setObject(target)
Sets the object this actuator tracks.
float
getMin()
Returns the minimum distance to target maintained by the actuator.
 
setMin(distance)
Sets the minimum distance to the target object maintained by the actuator.
float
getMax()
Gets the maximum distance to stay from the target object.
 
setMax(distance)
Sets the maximum distance to stay from the target object.
float
getHeight()
Returns the height to stay above the target object.
 
setHeight(height)
Sets the height to stay above the target object.
 
setXY(xaxis)
Sets the axis to get behind.
boolean
getXY()
Returns the axis this actuator is tracking.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
float height
height to stay above the target object
float max
maximum distance to stay from the target object
float min
minimum distance to the target object maintained by the actuator
KX_GameObject or None object
the object this actuator tracks.
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
boolean xy
axis this actuator is tracking, true=X, false=Y
Method Details

getObject(name_only=1)

 

Returns the name of the object this actuator tracks.

Parameters:
  • name_only (bool) - optional argument, when 0 return a KX_GameObject
Returns: string, KX_GameObject or None if no object is set

setObject(target)

 

Sets the object this actuator tracks.

Parameters:

setMin(distance)

 

Sets the minimum distance to the target object maintained by the actuator.

Parameters:
  • distance (float) - The minimum distance to maintain.

setMax(distance)

 

Sets the maximum distance to stay from the target object.

Parameters:
  • distance (float) - The maximum distance to maintain.

setHeight(height)

 

Sets the height to stay above the target object.

Parameters:
  • height (float) - The height to stay above the target object.

setXY(xaxis)

 

Sets the axis to get behind.

Parameters:
  • xaxis (boolean) - False to track Y axis, True to track X axis.

getXY()

 

Returns the axis this actuator is tracking.

Returns: boolean
True if tracking X axis, False if tracking Y axis.

KX_ConstraintActuator-module.html0000644000000000000000000001164011174457206016167 0ustar rootroot KX_ConstraintActuator
Module KX_ConstraintActuator

Module KX_ConstraintActuator

Classes
  KX_ConstraintActuator
A constraint actuator limits the position, rotation, distance or orientation of an object.
Variables
  __package__ = None
KX_ConstraintActuator.KX_ConstraintActuator-class.html0000644000000000000000000011774211174457207022252 0ustar rootroot KX_ConstraintActuator.KX_ConstraintActuator
Module KX_ConstraintActuator :: Class KX_ConstraintActuator

Class KX_ConstraintActuator

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
        SCA_IActuator.SCA_IActuator --+
                                      |
                                     KX_ConstraintActuator

A constraint actuator limits the position, rotation, distance or orientation of an object.

Properties:

Instance Methods
 
setDamp(time)
Sets the time this constraint is delayed.
integer
getDamp()
Returns the damping time of the constraint.
 
setMin(lower)
Sets the lower bound of the constraint.
float
getMin()
Gets the lower bound of the constraint.
 
setMax(upper)
Sets the upper bound of the constraint.
float
getMax()
Gets the upper bound of the constraint.
 
setLimit(limit)
Sets the type of constraint.
 
getLimit()
Gets the type of constraint.
 
setRotDamp(duration)
Sets the time constant of the orientation constraint.
integer
getRotDamp()
Returns the damping time for application of the constraint.
 
setDirection(vector)
Sets the reference direction in world coordinate for the orientation constraint
3-tuple
getDirection()
Returns the reference direction of the orientation constraint in world coordinate.
 
setOption(option)
Sets several options of the distance constraint.
integer
getOption()
Returns the option parameter.
 
setTime(duration)
Sets the activation time of the actuator.
integer
getTime()
Returns the time parameter.
 
setProperty(property)
Sets the name of the property or material for the ray detection of the distance constraint.
string
getProperty()
Returns the property parameter.
 
setDistance(distance)
Sets the target distance in distance constraint.
float
getDistance()
Returns the distance parameter.
 
setRayLength(length)
Sets the maximum ray length of the distance constraint.
float
getRayLength()
Returns the length of the ray
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
integer damp
time constant of the constraint expressed in frame (not use by Force field constraint)
3-tuple of float: [x,y,z] direction
the reference direction in world coordinate for the orientation constraint
float distance
the target distance of the distance constraint
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
integer limit
type of constraint, use one of the following constant: KX_ACT_CONSTRAINT_LOCX ( 1) : limit X coord KX_ACT_CONSTRAINT_LOCY ( 2) : limit Y coord KX_ACT_CONSTRAINT_LOCZ ( 3) : limit Z coord KX_ACT_CONSTRAINT_ROTX ( 4) : limit X rotation KX_ACT_CONSTRAINT_ROTY ( 5) : limit Y rotation KX_ACT_CONSTRAINT_ROTZ ( 6) : limit Z rotation KX_ACT_CONSTRAINT_DIRPX ( 7) : set distance along positive X axis KX_ACT_CONSTRAINT_DIRPY ( 8) : set distance along positive Y axis KX_ACT_CONSTRAINT_DIRPZ ( 9) : set distance along positive Z axis KX_ACT_CONSTRAINT_DIRNX (10) : set distance along negative X axis KX_ACT_CONSTRAINT_DIRNY (11) : set distance along negative Y axis KX_ACT_CONSTRAINT_DIRNZ (12) : set distance along negative Z axis KX_ACT_CONSTRAINT_ORIX (13) : set orientation of X axis KX_ACT_CONSTRAINT_ORIY (14) : set orientation of Y axis KX_ACT_CONSTRAINT_ORIZ (15) : set orientation of Z axis KX_ACT_CONSTRAINT_FHPX (16) : set force field along positive X axis KX_ACT_CONSTRAINT_FHPY (17) : set force field along positive Y axis KX_ACT_CONSTRAINT_FHPZ (18) : set force field along positive Z axis KX_ACT_CONSTRAINT_FHNX (19) : set force field along negative X axis KX_ACT_CONSTRAINT_FHNY (20) : set force field along negative Y axis KX_ACT_CONSTRAINT_FHNZ (21) : set force field along negative Z axis
float max
the upper bound of the constraint.
float min
The lower bound of the constraint For the rotation and orientation constraint, it represents radiant
integer option
Binary combination of the following values: Applicable to Distance constraint:
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
string property
the name of the property or material for the ray detection of the distance constraint.
float rayLength
the length of the ray of the distance constraint.
integer rotDamp
time constant for the rotation expressed in frame (only for the distance constraint) 0 = use damp for rotation as well
integer time
activation time of the actuator.
Method Details

setDamp(time)

 

Sets the time this constraint is delayed.

Parameters:
  • time (integer) - The number of frames to delay. Negative values are ignored.

setMin(lower)

 

Sets the lower bound of the constraint.

For rotational and orientation constraints, lower is specified in degrees.

Parameters:
  • lower (float)

getMin()

 

Gets the lower bound of the constraint.

For rotational and orientation constraints, the lower bound is returned in radians.

Returns: float

setMax(upper)

 

Sets the upper bound of the constraint.

For rotational and orientation constraints, upper is specified in degrees.

Parameters:
  • upper (float)

getMax()

 

Gets the upper bound of the constraint.

For rotational and orientation constraints, the upper bound is returned in radians.

Returns: float

setLimit(limit)

 

Sets the type of constraint.

See module GameLogic for valid constraint types.

Parameters:
  • limit - Position constraints: KX_CONSTRAINTACT_LOCX, KX_CONSTRAINTACT_LOCY, KX_CONSTRAINTACT_LOCZ Rotation constraints: KX_CONSTRAINTACT_ROTX, KX_CONSTRAINTACT_ROTY or KX_CONSTRAINTACT_ROTZ Distance contraints: KX_ACT_CONSTRAINT_DIRPX, KX_ACT_CONSTRAINT_DIRPY, KX_ACT_CONSTRAINT_DIRPZ, KX_ACT_CONSTRAINT_DIRNX, KX_ACT_CONSTRAINT_DIRNY, KX_ACT_CONSTRAINT_DIRNZ Orientation constraints: KX_ACT_CONSTRAINT_ORIX, KX_ACT_CONSTRAINT_ORIY, KX_ACT_CONSTRAINT_ORIZ

getLimit()

 

Gets the type of constraint.

See module GameLogic for valid constraints.

Returns:
Position constraints: KX_CONSTRAINTACT_LOCX, KX_CONSTRAINTACT_LOCY, KX_CONSTRAINTACT_LOCZ, Rotation constraints: KX_CONSTRAINTACT_ROTX, KX_CONSTRAINTACT_ROTY, KX_CONSTRAINTACT_ROTZ, Distance contraints: KX_ACT_CONSTRAINT_DIRPX, KX_ACT_CONSTRAINT_DIRPY, KX_ACT_CONSTRAINT_DIRPZ, KX_ACT_CONSTRAINT_DIRNX, KX_ACT_CONSTRAINT_DIRNY, KX_ACT_CONSTRAINT_DIRNZ, Orientation constraints: KX_ACT_CONSTRAINT_ORIX, KX_ACT_CONSTRAINT_ORIY, KX_ACT_CONSTRAINT_ORIZ

setRotDamp(duration)

 

Sets the time constant of the orientation constraint.

Parameters:
  • duration (integer) - If the duration is negative, it is set to 0.

setDirection(vector)

 

Sets the reference direction in world coordinate for the orientation constraint

Parameters:
  • vector (3-tuple)

setOption(option)

 

Sets several options of the distance constraint.

Parameters:
  • option (integer) - Binary combination of the following values: 64 : Activate alignment to surface 128 : Detect material rather than property 256 : No deactivation if ray does not hit target 512 : Activate distance control

setTime(duration)

 

Sets the activation time of the actuator.

Parameters:
  • duration (integer) - The actuator disables itself after this many frame. If set to 0 or negative, the actuator is not limited in time.

setProperty(property)

 

Sets the name of the property or material for the ray detection of the distance constraint.

Parameters:
  • property (string) - If empty, the ray will detect any collisioning object.

setDistance(distance)

 

Sets the target distance in distance constraint.

Parameters:
  • distance (float)

setRayLength(length)

 

Sets the maximum ray length of the distance constraint.

Parameters:
  • length (float)

Instance Variable Details

max

the upper bound of the constraint. For rotation and orientation constraints, it represents radiant.
Type:
float

option

Binary combination of the following values: Applicable to Distance constraint:
  • KX_ACT_CONSTRAINT_NORMAL ( 64) : Activate alignment to surface
  • KX_ACT_CONSTRAINT_DISTANCE ( 512) : Activate distance control
  • KX_ACT_CONSTRAINT_LOCAL (1024) : direction of the ray is along the local axis

Applicable to Force field constraint:

  • KX_ACT_CONSTRAINT_DOROTFH (2048) : Force field act on rotation as well

Applicable to both:

  • KX_ACT_CONSTRAINT_MATERIAL ( 128) : Detect material rather than property
  • KX_ACT_CONSTRAINT_PERMANENT ( 256) : No deactivation if ray does not hit target
Type:
integer

time

activation time of the actuator. The actuator disables itself after this many frame. If set to 0, the actuator is not limited in time.
Type:
integer

KX_ConstraintWrapper-module.html0000644000000000000000000001151311174457206016024 0ustar rootroot KX_ConstraintWrapper
Module KX_ConstraintWrapper

Module KX_ConstraintWrapper

Classes
  KX_ConstraintWrapper
KX_ConstraintWrapper
Variables
  __package__ = None
KX_ConstraintWrapper.KX_ConstraintWrapper-class.html0000644000000000000000000000734311174457207021741 0ustar rootroot KX_ConstraintWrapper.KX_ConstraintWrapper
Module KX_ConstraintWrapper :: Class KX_ConstraintWrapper

Class KX_ConstraintWrapper

KX_ConstraintWrapper

All placeholders have a __ prefix

KX_GameActuator-module.html0000644000000000000000000001160011174457206014710 0ustar rootroot KX_GameActuator
Module KX_GameActuator

Module KX_GameActuator

Classes
  KX_GameActuator
The game actuator loads a new .blend file, restarts the current .blend file or quits the game.
Variables
  __package__ = None
KX_GameActuator.KX_GameActuator-class.html0000644000000000000000000002534211174457207017516 0ustar rootroot KX_GameActuator.KX_GameActuator
Module KX_GameActuator :: Class KX_GameActuator

Class KX_GameActuator

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
        SCA_IActuator.SCA_IActuator --+
                                      |
                                     KX_GameActuator

The game actuator loads a new .blend file, restarts the current .blend file or quits the game.

Properties:

Instance Methods
string
getFile()
DEPRECATED: use the file property Returns the filename of the new .blend file to load.
 
setFile(filename)
DEPRECATED: use the file property Sets the new .blend file to load.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
string. file
the new .blend file to load
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Method Details

setFile(filename)

 

DEPRECATED: use the file property Sets the new .blend file to load.

Parameters:
  • filename (string) - The file name this actuator will load.

KX_GameObject-module.html0000644000000000000000000001147211174457206014343 0ustar rootroot KX_GameObject
Module KX_GameObject

Module KX_GameObject

Classes
  KX_GameObject
All game objects are derived from this class.
Variables
  __package__ = None
KX_GameObject.KX_GameObject-class.html0000644000000000000000000026746511174457207016604 0ustar rootroot KX_GameObject.KX_GameObject
Module KX_GameObject :: Class KX_GameObject

Class KX_GameObject

Known Subclasses:

All game objects are derived from this class.

Properties assigned to game objects are accessible as attributes of this class.

Instance Methods
 
alignAxisToVect(vect, axis)
Aligns any of the game object's axis along the given vector.
 
applyForce(force, local=0)
Sets the game object's force.
 
applyImpulse(point, impulse)
Applies an impulse to the game object.
 
applyMovement(movement, local=0)
Sets the game object's movement.
 
applyRotation(rotation, local=0)
Sets the game object's rotation.
 
applyTorque(torque, local=0)
Sets the game object's torque.
 
disableRigidBody()
Disables rigid body physics for this object.
 
enableRigidBody()
Enables rigid body physics for this object.
 
endObject()
Delete this object, can be used inpace of the EndObject Actuator.
list [vx, vy, vz]
getAngularVelocity(local=0)
Gets the game object's angular velocity.
3d vector.
getAxisVect(vect)
Returns the axis vector rotates by the objects worldspace orientation.
CListValue of KX_GameObject
getChildren()
Return a list of immediate children of this object.
CListValue of KX_GameObject
getChildrenRecursive()
Return a list of children of this object, including all their childrens children.
float
getDistanceTo(other)
Returns the distance to another object or point.
list [vx, vy, vz]
getLinearVelocity(local=0)
Gets the game object's linear velocity.
float
getMass()
Gets the game object's mass.
KX_MeshProxy
getMesh(mesh)
Gets the mesh object for this object.
3x3 rotation matrix
getOrientation()
Gets the game object's orientation.
KX_GameObject
getParent()
Gets this object's parent.
 
getPhysicsId()
Returns the user data object associated with this game object's physics controller.
list [x, y, z]
getPosition()
Gets the game object's position.
list
getPropertyNames()
Gets a list of all property names.
list [fx, fy, fz]
getReactionForce()
Gets the game object's reaction force.
int
getState()
Gets the game object's state bitmask.
3-tuple (float, 3-tuple (x,y,z), 3-tuple (x,y,z))
getVectTo(other)
Returns the vector and the distance to another object or point.
list [vx, vy, vz]
getVelocity(point)
Gets the game object's velocity at the specified point.
boolean
getVisible()
Gets the game object's visible flag.
3-tuple (KX_GameObject, 3-tuple (x,y,z), 3-tuple (nx,ny,nz)) or 4-tuple (KX_GameObject, 3-tuple (x,y,z), 3-tuple (nx,ny,nz), KX_PolyProxy)
rayCast(objto, objfrom, dist, prop, face, xray, poly)
Look from a point/object to another point/object and find first object hit within dist that matches prop.
KX_GameObject
rayCastTo(other, dist, prop)
Look towards another point/object and find first object hit within dist that matches prop.
 
removeParent()
Removes this objects parent.
 
replaceMesh(mesh_name)
Replace the mesh of this object with a new mesh.
 
restoreDynamics()
Resumes physics for this object.
 
sendMessage(subject, body='', to='')
Sends a message.
 
setAngularVelocity(velocity, local=0)
Sets the game object's angular velocity.
 
setCollisionMargin(margin)
Set the objects collision margin.
 
setLinearVelocity(velocity, local=0)
Sets the game object's linear velocity.
 
setOcclusion(occlusion, recursive)
Sets the game object's occlusion capability.
 
setOrientation(orn)
Sets the game object's orientation.
 
setParent(parent)
Sets this object's parent.
 
setPosition(pos)
Sets the game object's position.
 
setState(state)
Sets the game object's state flag.
 
setVisible(visible, recursive)
Sets the game object's visible flag.
 
setWorldPosition(pos)
Sets the game object's position in world coordinates regardless if the object is root or child.
 
suspendDynamics()
Suspends physics for this object.
Instance Variables
list actuators
a list of SCA_IActuator objects.
list of SCA_ISensor. controllers
a list of SCA_IController objects.
bool isValid
Retuerns fails when the object has been removed from the scene and can no longer be used.
float linVelocityMax
Clamp the maximum linear velocity to prevent objects moving beyond a set speed.
float linVelocityMin
Enforces the object keeps moving at a minimum velocity.
list [ix, iy, iz] localInertia
the object's inertia vector in local coordinates.
3x3 Matrix [[float]] localOrientation
The object's local orientation.
list [x, y, z] localPosition
The object's local position.
list [sx, sy, sz] localScaling
The object's local scaling factor.
float mass
The object's mass
list of KX_MeshProxy meshes
a list meshes for this object.
string. name
The object's name.
boolean occlusion
occlusion capability flag.
3x3 Matrix [[float]] On write: local orientation, on read: world orientation orientation
The object's orientation.
KX_GameObject or None parent
The object's parent object.
list [x, y, z] On write: local position, on read: world position position
The object's position.
list [sx, sy, sz] On write: local scaling, on read: world scaling scaling
The object's scaling factor.
list sensors
a list of SCA_ISensor objects.
int state
the game object's state bitmask, using the first 30 bits, one bit must always be set.
float timeOffset
adjust the slowparent delay at runtime.
boolean visible
visibility flag.
3x3 Matrix [[float]] worldOrientation
The object's world orientation.
list [x, y, z] worldPosition
The object's world position.
list [sx, sy, sz] worldScaling
The object's world scaling factor.
Method Details

alignAxisToVect(vect, axis)

 

Aligns any of the game object's axis along the given vector.

Parameters:
  • vect (3d vector.) - a vector to align the axis.
  • axis (integer.) - The axis you want to align
    • 0: X axis
    • 1: Y axis
    • 2: Z axis (default)

applyForce(force, local=0)

 

Sets the game object's force.

This requires a dynamic object.

Parameters:
  • force (3d vector.) - force vector.
  • local (boolean) - - False: you get the "global" force ie: relative to world orientation (default).
    • True: you get the "local" force ie: relative to object orientation.

applyImpulse(point, impulse)

 

Applies an impulse to the game object.

This will apply the specified impulse to the game object at the specified point. If point != getPosition(), applyImpulse will also change the object's angular momentum. Otherwise, only linear momentum will change.

Parameters:
  • point (list [x, y, z]) - the point to apply the impulse to (in world coordinates)

applyMovement(movement, local=0)

 

Sets the game object's movement.

Parameters:
  • movement (3d vector.) - movement vector.
  • local (boolean) - - False: you get the "global" movement ie: relative to world orientation (default).
    • True: you get the "local" movement ie: relative to object orientation.

applyRotation(rotation, local=0)

 

Sets the game object's rotation.

Parameters:
  • rotation (3d vector.) - rotation vector.
  • local (boolean) - - False: you get the "global" rotation ie: relative to world orientation (default).
    • True: you get the "local" rotation ie: relative to object orientation.

applyTorque(torque, local=0)

 

Sets the game object's torque.

This requires a dynamic object.

Parameters:
  • torque (3d vector.) - torque vector.
  • local (boolean) - - False: you get the "global" torque ie: relative to world orientation (default).
    • True: you get the "local" torque ie: relative to object orientation.

disableRigidBody()

 

Disables rigid body physics for this object.

Note: This is not working with bullet physics yet. The angular is removed but rigid body physics can still rotate it later.

enableRigidBody()

 

Enables rigid body physics for this object.

Rigid body physics allows the object to roll on collisions.

Note: This is not working with bullet physics yet.

endObject()

 

Delete this object, can be used inpace of the EndObject Actuator. The actual removal of the object from the scene is delayed.

getAngularVelocity(local=0)

 

Gets the game object's angular velocity.

Parameters:
  • local (boolean) - - False: you get the "global" velocity ie: relative to world orientation (default).
    • True: you get the "local" velocity ie: relative to object orientation.
Returns: list [vx, vy, vz]
the object's angular velocity.

getAxisVect(vect)

 

Returns the axis vector rotates by the objects worldspace orientation. This is the equivalent if multiplying the vector by the orientation matrix.

Parameters:
  • vect (3d vector.) - a vector to align the axis.
Returns: 3d vector.
The vector in relation to the objects rotation.

getChildren()

 

Return a list of immediate children of this object.

Returns: CListValue of KX_GameObject
a list of all this objects children.

getChildrenRecursive()

 

Return a list of children of this object, including all their childrens children.

Returns: CListValue of KX_GameObject
a list of all this objects children recursivly.

getDistanceTo(other)

 

Returns the distance to another object or point.

Parameters:
Returns: float

getLinearVelocity(local=0)

 

Gets the game object's linear velocity.

This method returns the game object's velocity through it's centre of mass, ie no angular velocity component.

Parameters:
  • local (boolean) - - False: you get the "global" velocity ie: relative to world orientation (default).
    • True: you get the "local" velocity ie: relative to object orientation.
Returns: list [vx, vy, vz]
the object's linear velocity.

getMass()

 

Gets the game object's mass. (deprecated)

Returns: float
the object's mass.

getMesh(mesh)

 

Gets the mesh object for this object.

Parameters:
  • mesh (integer) - the mesh object to return (optional: default mesh = 0)
Returns: KX_MeshProxy
the first mesh object associated with this game object, or None if this object has no meshs.

getOrientation()

 

Gets the game object's orientation. (deprecated)

Returns: 3x3 rotation matrix
The game object's rotation matrix

Note: When using this matrix with Blender.Mathutils.Matrix() types, it will need to be transposed.

getParent()

 

Gets this object's parent. (deprecated)

Returns: KX_GameObject
this object's parent object, or None if this object has no parent.

getPosition()

 

Gets the game object's position. (deprecated)

Returns: list [x, y, z]
the object's position in world coordinates.

getPropertyNames()

 

Gets a list of all property names.

Returns: list
All property names for this object.

getReactionForce()

 

Gets the game object's reaction force.

The reaction force is the force applied to this object over the last simulation timestep. This also includes impulses, eg from collisions.

(This is not implimented for bullet physics at the moment)

Returns: list [fx, fy, fz]
the reaction force of this object.

getState()

 

Gets the game object's state bitmask. (deprecated)

Returns: int
the objects state.

getVectTo(other)

 

Returns the vector and the distance to another object or point. The vector is normalized unless the distance is 0, in which a NULL vector is returned.

Parameters:
Returns: 3-tuple (float, 3-tuple (x,y,z), 3-tuple (x,y,z))
(distance, globalVector(3), localVector(3))

getVelocity(point)

 

Gets the game object's velocity at the specified point.

Gets the game object's velocity at the specified point, including angular components.

Parameters:
  • point (list [x, y, z]) - the point to return the velocity for, in local coordinates. (optional: default = [0, 0, 0])
Returns: list [vx, vy, vz]
the velocity at the specified point.

getVisible()

 

Gets the game object's visible flag. (deprecated)

Returns: boolean

rayCast(objto, objfrom, dist, prop, face, xray, poly)

 

Look from a point/object to another point/object and find first object hit within dist that matches prop. if poly is 0, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit. if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element.

Ex:

       # shoot along the axis gun-gunAim (gunAim should be collision-free)
       ob,point,normal = gun.rayCast(gunAim,None,50)
       if ob:
               # hit something

Notes: The ray ignores the object on which the method is called. It is casted from/to object center or explicit [x,y,z] points.

The face paremeter determines the orientation of the normal:

 0 => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)

The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow:

   prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
   prop off, xray on : idem.
   prop on,  xray off: return closest hit if it matches prop, no hit otherwise.
   prop on,  xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray.

The KX_PolyProxy 4th element of the return tuple when poly=1 allows to retrieve information on the polygon hit by the ray. If there is no hit or the hit object is not a static mesh, None is returned as 4th element.

The ray ignores collision-free objects and faces that dont have the collision flag enabled, you can however use ghost objects.

Parameters:
  • objto (KX_GameObject or 3-tuple) - [x,y,z] or object to which the ray is casted
  • objfrom (KX_GameObject or 3-tuple or None) - [x,y,z] or object from which the ray is casted; None or omitted => use self object center
  • dist (float) - max distance to look (can be negative => look behind); 0 or omitted => detect up to to
  • prop (string) - property name that object must have; can be omitted => detect any object
  • face (int) - normal option: 1=>return face normal; 0 or omitted => normal is oriented towards origin
  • xray (int) - X-ray option: 1=>skip objects that don't match prop; 0 or omitted => stop on first object
  • poly (int) - polygon option: 1=>return value is a 4-tuple and the 4th element is a KX_PolyProxy
Returns: 3-tuple (KX_GameObject, 3-tuple (x,y,z), 3-tuple (nx,ny,nz)) or 4-tuple (KX_GameObject, 3-tuple (x,y,z), 3-tuple (nx,ny,nz), KX_PolyProxy)
(object,hitpoint,hitnormal) or (object,hitpoint,hitnormal,polygon) If no hit, returns (None,None,None) or (None,None,None,None) If the object hit is not a static mesh, polygon is None

rayCastTo(other, dist, prop)

 

Look towards another point/object and find first object hit within dist that matches prop.

The ray is always casted from the center of the object, ignoring the object itself. The ray is casted towards the center of another object or an explicit [x,y,z] point. Use rayCast() if you need to retrieve the hit point

Parameters:
  • other (KX_GameObject or 3-tuple) - [x,y,z] or object towards which the ray is casted
  • dist (float) - max distance to look (can be negative => look behind); 0 or omitted => detect up to other
  • prop (string) - property name that object must have; can be omitted => detect any object
Returns: KX_GameObject
the first object hit or None if no object or object does not match prop

replaceMesh(mesh_name)

 

Replace the mesh of this object with a new mesh. This works the same was as the actuator.

Parameters:
  • mesh_name (string)

restoreDynamics()

 

Resumes physics for this object.

Note: The objects linear velocity will be applied from when the dynamics were suspended.

sendMessage(subject, body='', to='')

 

Sends a message.

Parameters:
  • subject (string) - The subject of the message
  • body (string) - The body of the message (optional)
  • to (string) - The name of the object to send the message to (optional)

setAngularVelocity(velocity, local=0)

 

Sets the game object's angular velocity.

This requires a dynamic object.

Parameters:
  • velocity (3d vector.) - angular velocity vector.
  • local (boolean) - - False: you get the "global" velocity ie: relative to world orientation (default).
    • True: you get the "local" velocity ie: relative to object orientation.

setCollisionMargin(margin)

 

Set the objects collision margin.

note: If this object has no physics controller (a physics ID of zero), this function will raise RuntimeError.

Parameters:
  • margin (float) - the collision margin distance in blender units.

setLinearVelocity(velocity, local=0)

 

Sets the game object's linear velocity.

This method sets game object's velocity through it's centre of mass, ie no angular velocity component.

This requires a dynamic object.

Parameters:
  • velocity (3d vector.) - linear velocity vector.
  • local (boolean) - - False: you get the "global" velocity ie: relative to world orientation (default).
    • True: you get the "local" velocity ie: relative to object orientation.

setOcclusion(occlusion, recursive)

 

Sets the game object's occlusion capability.

Parameters:
  • recursive (boolean) - optional argument to set all childrens occlusion flag too.
  • occlusion (boolean)

setOrientation(orn)

 

Sets the game object's orientation. (deprecated)

Parameters:
  • orn (3x3 rotation matrix, or Quaternion.) - a rotation matrix specifying the new rotation.

Note: When using this matrix with Blender.Mathutils.Matrix() types, it will need to be transposed.

setParent(parent)

 

Sets this object's parent.

Parameters:

setPosition(pos)

 

Sets the game object's position. (deprecated) Global coordinates for root object, local for child objects.

Parameters:
  • pos ([x, y, z]) - the new position, in local coordinates.

setState(state)

 

Sets the game object's state flag. (deprecated). The bitmasks for states from 1 to 30 can be set with (1<<0, 1<<1, 1<<2 ... 1<<29)

Parameters:
  • state (integer)

setVisible(visible, recursive)

 

Sets the game object's visible flag.

Parameters:
  • recursive (boolean) - optional argument to set all childrens visibility flag too.
  • visible (boolean)

setWorldPosition(pos)

 

Sets the game object's position in world coordinates regardless if the object is root or child.

Parameters:
  • pos ([x, y, z]) - the new position, in world coordinates.

Instance Variable Details

actuators

a list of SCA_IActuator objects.
  • note: This attribute is experemental and may be removed (but probably wont be).
  • note: Changes to this list will not update the KX_GameObject.
Type:
list

controllers

a list of SCA_IController objects.
  • note: This attribute is experemental and may be removed (but probably wont be).
  • note: Changes to this list will not update the KX_GameObject.
Type:
list of SCA_ISensor.

linVelocityMax

Clamp the maximum linear velocity to prevent objects moving beyond a set speed.
  • note: Applies to dynamic and rigid body objects only.
  • note: A value of 0.0 disables this option (rather then setting it stationary).
Type:
float

linVelocityMin

Enforces the object keeps moving at a minimum velocity.
  • note: Applies to dynamic and rigid body objects only.
  • note: A value of 0.0 disables this option.
  • note: While objects are stationary the minimum velocity will not be applied.
Type:
float

localInertia

the object's inertia vector in local coordinates. Read only.
Type:
list [ix, iy, iz]

localOrientation

The object's local orientation. 3x3 Matrix. You can also write a Quaternion or Euler vector.
Type:
3x3 Matrix [[float]]

mass

The object's mass
  • note: The object must have a physics controller for the mass to be applied, otherwise the mass value will be returned as 0.0
Type:
float

meshes

a list meshes for this object.
  • note: Most objects use only 1 mesh.
  • note: Changes to this list will not update the KX_GameObject.
Type:
list of KX_MeshProxy

name

The object's name. (Read only)
  • note: Currently (Blender 2.49) the prefix "OB" is added to all objects name. This may change in blender 2.5.
Type:
string.

orientation

The object's orientation. 3x3 Matrix. You can also write a Quaternion or Euler vector. DEPRECATED: use localOrientation and worldOrientation
Type:
3x3 Matrix [[float]] On write: local orientation, on read: world orientation

parent

The object's parent object. (Read only)
Type:
KX_GameObject or None

position

The object's position. DEPRECATED: use localPosition and worldPosition
Type:
list [x, y, z] On write: local position, on read: world position

scaling

The object's scaling factor. list [sx, sy, sz] DEPRECATED: use localScaling and worldScaling
Type:
list [sx, sy, sz] On write: local scaling, on read: world scaling

sensors

a list of SCA_ISensor objects.
  • note: This attribute is experemental and may be removed (but probably wont be).
  • note: Changes to this list will not update the KX_GameObject.
Type:
list

visible

visibility flag.
  • note: Game logic will still run for invisible objects.
Type:
boolean

worldOrientation

The object's world orientation. Read-only.
Type:
3x3 Matrix [[float]]

worldScaling

The object's world scaling factor. Read-only
Type:
list [sx, sy, sz]

KX_IpoActuator-module.html0000644000000000000000000001146711174457206014601 0ustar rootroot KX_IpoActuator
Module KX_IpoActuator

Module KX_IpoActuator

Classes
  KX_IpoActuator
IPO actuator activates an animation.
Variables
  __package__ = None
KX_IpoActuator.KX_IpoActuator-class.html0000644000000000000000000007555211174457207017262 0ustar rootroot KX_IpoActuator.KX_IpoActuator
Module KX_IpoActuator :: Class KX_IpoActuator

Class KX_IpoActuator

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
        SCA_IActuator.SCA_IActuator --+
                                      |
                                     KX_IpoActuator

IPO actuator activates an animation.

Instance Methods
 
set(mode, startframe, endframe, force)
Sets the properties of the actuator.
 
setProperty(property)
Sets the name of the property to be used in FromProp mode.
 
setStart(startframe)
Sets the frame from which the IPO starts playing.
integer
getStart()
Returns the frame from which the IPO starts playing.
 
setEnd(endframe)
Sets the frame at which the IPO stops playing.
integer
getEnd()
Returns the frame at which the IPO stops playing.
 
setIpoAsForce(force)
Set whether to interpret the ipo as a force rather than a displacement.
boolean
getIpoAsForce()
Returns whether to interpret the ipo as a force rather than a displacement.
 
setIpoAdd(add)
Set whether to interpret the ipo as additive rather than absolute.
boolean
getIpoAdd()
Returns whether to interpret the ipo as additive rather than absolute.
 
setType(mode)
Sets the operation mode of the actuator.
integer
getType()
Returns the operation mode of the actuator.
 
setForceIpoActsLocal(local)
Set whether to apply the force in the object's local coordinates rather than the world global coordinates.
 
getForceIpoActsLocal()
Return whether to apply the force in the object's local coordinates rather than the world global coordinates.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
float endFrame
End frame.
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
string framePropName
Assign this property this action current frame number
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
string propName
Use this property to define the Ipo position
float startFrame
Start frame.
int type
Play mode for the ipo.
bool useChildren
Update IPO on all children Objects as well
bool useIpoAdd
Ipo is added to the current loc/rot/scale in global or local coordinate according to Local flag
bool useIpoAsForce
Apply Ipo as a global or local force depending on the local option (dynamic objects only)
bool useIpoLocal
Let the ipo acts in local coordinates, used in Force and Add mode.
Method Details

set(mode, startframe, endframe, force)

 

Sets the properties of the actuator. (deprecated)

Parameters:
  • mode (string) - "Play", "PingPong", "Flipper", "LoopStop", "LoopEnd" or "FromProp"
  • startframe (integer) - first frame to use
  • endframe (integer) - last frame to use
  • force (integer (0=normal, 1=interpret location as force, 2=additive)) - special mode

setProperty(property)

 

Sets the name of the property to be used in FromProp mode. (deprecated)

Parameters:
  • property (string)

setStart(startframe)

 

Sets the frame from which the IPO starts playing. (deprecated)

Parameters:
  • startframe (integer)

getStart()

 

Returns the frame from which the IPO starts playing. (deprecated)

Returns: integer

setEnd(endframe)

 

Sets the frame at which the IPO stops playing. (deprecated)

Parameters:
  • endframe (integer)

getEnd()

 

Returns the frame at which the IPO stops playing. (deprecated)

Returns: integer

setIpoAsForce(force)

 

Set whether to interpret the ipo as a force rather than a displacement. (deprecated)

Parameters:
  • force (boolean) - KX_TRUE or KX_FALSE

getIpoAsForce()

 

Returns whether to interpret the ipo as a force rather than a displacement. (deprecated)

Returns: boolean

setIpoAdd(add)

 

Set whether to interpret the ipo as additive rather than absolute. (deprecated)

Parameters:
  • add (boolean) - KX_TRUE or KX_FALSE

getIpoAdd()

 

Returns whether to interpret the ipo as additive rather than absolute. (deprecated)

Returns: boolean

setType(mode)

 

Sets the operation mode of the actuator. (deprecated)

Parameters:
  • mode (string) - KX_IPOACT_PLAY, KX_IPOACT_PINGPONG, KX_IPOACT_FLIPPER, KX_IPOACT_LOOPSTOP, KX_IPOACT_LOOPEND

getType()

 

Returns the operation mode of the actuator. (deprecated)

Returns: integer
KX_IPOACT_PLAY, KX_IPOACT_PINGPONG, KX_IPOACT_FLIPPER, KX_IPOACT_LOOPSTOP, KX_IPOACT_LOOPEND

setForceIpoActsLocal(local)

 

Set whether to apply the force in the object's local coordinates rather than the world global coordinates. (deprecated)

Parameters:
  • local (boolean) - Apply the ipo-as-force in the object's local coordinates? (KX_TRUE, KX_FALSE)

getForceIpoActsLocal()

 

Return whether to apply the force in the object's local coordinates rather than the world global coordinates. (deprecated)


Instance Variable Details

type

Play mode for the ipo. (In GameLogic.KX_IPOACT_PLAY, KX_IPOACT_PINGPONG, KX_IPOACT_FLIPPER, KX_IPOACT_LOOPSTOP, KX_IPOACT_LOOPEND, KX_IPOACT_FROM_PROP)
Type:
int

KX_LightObject-module.html0000644000000000000000000001144211174457206014536 0ustar rootroot KX_LightObject
Module KX_LightObject

Module KX_LightObject

Classes
  KX_LightObject
A Light object.
Variables
  __package__ = None
KX_LightObject.KX_LightObject-class.html0000644000000000000000000016020711174457207017162 0ustar rootroot KX_LightObject.KX_LightObject
Module KX_LightObject :: Class KX_LightObject

Class KX_LightObject

KX_GameObject.KX_GameObject --+
                              |
                             KX_LightObject

A Light object.

Example:

# Turn on a red alert light. import GameLogic

co = GameLogic.getCurrentController() light = co.getOwner()

light.energy = 1.0 light.colour = [1.0, 0.0, 0.0]

Instance Methods
 
alignAxisToVect(vect, axis)
Aligns any of the game object's axis along the given vector. (Inherited from KX_GameObject.KX_GameObject)
 
applyForce(force, local=0)
Sets the game object's force. (Inherited from KX_GameObject.KX_GameObject)
 
applyImpulse(point, impulse)
Applies an impulse to the game object. (Inherited from KX_GameObject.KX_GameObject)
 
applyMovement(movement, local=0)
Sets the game object's movement. (Inherited from KX_GameObject.KX_GameObject)
 
applyRotation(rotation, local=0)
Sets the game object's rotation. (Inherited from KX_GameObject.KX_GameObject)
 
applyTorque(torque, local=0)
Sets the game object's torque. (Inherited from KX_GameObject.KX_GameObject)
 
disableRigidBody()
Disables rigid body physics for this object. (Inherited from KX_GameObject.KX_GameObject)
 
enableRigidBody()
Enables rigid body physics for this object. (Inherited from KX_GameObject.KX_GameObject)
 
endObject()
Delete this object, can be used inpace of the EndObject Actuator. (Inherited from KX_GameObject.KX_GameObject)
list [vx, vy, vz]
getAngularVelocity(local=0)
Gets the game object's angular velocity. (Inherited from KX_GameObject.KX_GameObject)
3d vector.
getAxisVect(vect)
Returns the axis vector rotates by the objects worldspace orientation. (Inherited from KX_GameObject.KX_GameObject)
CListValue of KX_GameObject
getChildren()
Return a list of immediate children of this object. (Inherited from KX_GameObject.KX_GameObject)
CListValue of KX_GameObject
getChildrenRecursive()
Return a list of children of this object, including all their childrens children. (Inherited from KX_GameObject.KX_GameObject)
float
getDistanceTo(other)
Returns the distance to another object or point. (Inherited from KX_GameObject.KX_GameObject)
list [vx, vy, vz]
getLinearVelocity(local=0)
Gets the game object's linear velocity. (Inherited from KX_GameObject.KX_GameObject)
float
getMass()
Gets the game object's mass. (Inherited from KX_GameObject.KX_GameObject)
KX_MeshProxy
getMesh(mesh)
Gets the mesh object for this object. (Inherited from KX_GameObject.KX_GameObject)
3x3 rotation matrix
getOrientation()
Gets the game object's orientation. (Inherited from KX_GameObject.KX_GameObject)
KX_GameObject
getParent()
Gets this object's parent. (Inherited from KX_GameObject.KX_GameObject)
 
getPhysicsId()
Returns the user data object associated with this game object's physics controller. (Inherited from KX_GameObject.KX_GameObject)
list [x, y, z]
getPosition()
Gets the game object's position. (Inherited from KX_GameObject.KX_GameObject)
list
getPropertyNames()
Gets a list of all property names. (Inherited from KX_GameObject.KX_GameObject)
list [fx, fy, fz]
getReactionForce()
Gets the game object's reaction force. (Inherited from KX_GameObject.KX_GameObject)
int
getState()
Gets the game object's state bitmask. (Inherited from KX_GameObject.KX_GameObject)
3-tuple (float, 3-tuple (x,y,z), 3-tuple (x,y,z))
getVectTo(other)
Returns the vector and the distance to another object or point. (Inherited from KX_GameObject.KX_GameObject)
list [vx, vy, vz]
getVelocity(point)
Gets the game object's velocity at the specified point. (Inherited from KX_GameObject.KX_GameObject)
boolean
getVisible()
Gets the game object's visible flag. (Inherited from KX_GameObject.KX_GameObject)
3-tuple (KX_GameObject, 3-tuple (x,y,z), 3-tuple (nx,ny,nz)) or 4-tuple (KX_GameObject, 3-tuple (x,y,z), 3-tuple (nx,ny,nz), KX_PolyProxy)
rayCast(objto, objfrom, dist, prop, face, xray, poly)
Look from a point/object to another point/object and find first object hit within dist that matches prop. (Inherited from KX_GameObject.KX_GameObject)
KX_GameObject
rayCastTo(other, dist, prop)
Look towards another point/object and find first object hit within dist that matches prop. (Inherited from KX_GameObject.KX_GameObject)
 
removeParent()
Removes this objects parent. (Inherited from KX_GameObject.KX_GameObject)
 
replaceMesh(mesh_name)
Replace the mesh of this object with a new mesh. (Inherited from KX_GameObject.KX_GameObject)
 
restoreDynamics()
Resumes physics for this object. (Inherited from KX_GameObject.KX_GameObject)
 
sendMessage(subject, body='', to='')
Sends a message. (Inherited from KX_GameObject.KX_GameObject)
 
setAngularVelocity(velocity, local=0)
Sets the game object's angular velocity. (Inherited from KX_GameObject.KX_GameObject)
 
setCollisionMargin(margin)
Set the objects collision margin. (Inherited from KX_GameObject.KX_GameObject)
 
setLinearVelocity(velocity, local=0)
Sets the game object's linear velocity. (Inherited from KX_GameObject.KX_GameObject)
 
setOcclusion(occlusion, recursive)
Sets the game object's occlusion capability. (Inherited from KX_GameObject.KX_GameObject)
 
setOrientation(orn)
Sets the game object's orientation. (Inherited from KX_GameObject.KX_GameObject)
 
setParent(parent)
Sets this object's parent. (Inherited from KX_GameObject.KX_GameObject)
 
setPosition(pos)
Sets the game object's position. (Inherited from KX_GameObject.KX_GameObject)
 
setState(state)
Sets the game object's state flag. (Inherited from KX_GameObject.KX_GameObject)
 
setVisible(visible, recursive)
Sets the game object's visible flag. (Inherited from KX_GameObject.KX_GameObject)
 
setWorldPosition(pos)
Sets the game object's position in world coordinates regardless if the object is root or child. (Inherited from KX_GameObject.KX_GameObject)
 
suspendDynamics()
Suspends physics for this object. (Inherited from KX_GameObject.KX_GameObject)
Instance Variables
list actuators
a list of SCA_IActuator objects. (Inherited from KX_GameObject.KX_GameObject)
  color
Synonym for colour.
list [r, g, b] colour
The colour of this light.
list of SCA_ISensor. controllers
a list of SCA_IController objects. (Inherited from KX_GameObject.KX_GameObject)
float distance
The maximum distance this light can illuminate.
float energy
The brightness of this light.
bool isValid
Retuerns fails when the object has been removed from the scene and can no longer be used. (Inherited from KX_GameObject.KX_GameObject)
bitfield layer
The layer mask that this light affects object on.
float linVelocityMax
Clamp the maximum linear velocity to prevent objects moving beyond a set speed. (Inherited from KX_GameObject.KX_GameObject)
float linVelocityMin
Enforces the object keeps moving at a minimum velocity. (Inherited from KX_GameObject.KX_GameObject)
float lin_attenuation
The linear component of this light's attenuation.
list [ix, iy, iz] localInertia
the object's inertia vector in local coordinates. (Inherited from KX_GameObject.KX_GameObject)
3x3 Matrix [[float]] localOrientation
The object's local orientation. (Inherited from KX_GameObject.KX_GameObject)
list [x, y, z] localPosition
The object's local position. (Inherited from KX_GameObject.KX_GameObject)
list [sx, sy, sz] localScaling
The object's local scaling factor. (Inherited from KX_GameObject.KX_GameObject)
float mass
The object's mass (Inherited from KX_GameObject.KX_GameObject)
list of KX_MeshProxy meshes
a list meshes for this object. (Inherited from KX_GameObject.KX_GameObject)
string. name
The object's name. (Inherited from KX_GameObject.KX_GameObject)
boolean occlusion
occlusion capability flag. (Inherited from KX_GameObject.KX_GameObject)
3x3 Matrix [[float]] On write: local orientation, on read: world orientation orientation
The object's orientation. (Inherited from KX_GameObject.KX_GameObject)
KX_GameObject or None parent
The object's parent object. (Inherited from KX_GameObject.KX_GameObject)
list [x, y, z] On write: local position, on read: world position position
The object's position. (Inherited from KX_GameObject.KX_GameObject)
float quad_attenuation
The quadratic component of this light's attenuation (SPOT and NORMAL lights only)
list [sx, sy, sz] On write: local scaling, on read: world scaling scaling
The object's scaling factor. (Inherited from KX_GameObject.KX_GameObject)
list sensors
a list of SCA_ISensor objects. (Inherited from KX_GameObject.KX_GameObject)
  spotblend
Specifies the intensity distribution of the spot light.
  spotsize
The cone angle of the spot light, in degrees.
int state
the game object's state bitmask, using the first 30 bits, one bit must always be set. (Inherited from KX_GameObject.KX_GameObject)
float timeOffset
adjust the slowparent delay at runtime. (Inherited from KX_GameObject.KX_GameObject)
  type
The type of light - must be SPOT, SUN or NORMAL
boolean visible
visibility flag. (Inherited from KX_GameObject.KX_GameObject)
3x3 Matrix [[float]] worldOrientation
The object's world orientation. (Inherited from KX_GameObject.KX_GameObject)
list [x, y, z] worldPosition
The object's world position. (Inherited from KX_GameObject.KX_GameObject)
list [sx, sy, sz] worldScaling
The object's world scaling factor. (Inherited from KX_GameObject.KX_GameObject)
    Constants
  NORMAL
A point light source.
  SPOT
A spot light source.
  SUN
A point light source with no attenuation.
Instance Variable Details

NORMAL

A point light source. See attribute 'type'

SPOT

A spot light source. See attribute 'type'

SUN

A point light source with no attenuation. See attribute 'type'

colour

The colour of this light. Black = [0.0, 0.0, 0.0], White = [1.0, 1.0, 1.0]
Type:
list [r, g, b]

distance

The maximum distance this light can illuminate. (SPOT and NORMAL lights only)
Type:
float

lin_attenuation

The linear component of this light's attenuation. (SPOT and NORMAL lights only)
Type:
float

spotblend

Specifies the intensity distribution of the spot light. (float) (SPOT lights only) Higher values result in a more focused light source. 0.0 <= spotblend <= 1.0.

spotsize

The cone angle of the spot light, in degrees. (float) (SPOT lights only) 0.0 <= spotsize <= 180.0. Spotsize = 360.0 is also accepted.

KX_MeshProxy-module.html0000644000000000000000000001142511174457206014277 0ustar rootroot KX_MeshProxy
Module KX_MeshProxy

Module KX_MeshProxy

Classes
  KX_MeshProxy
A mesh object.
Variables
  __package__ = None
KX_MeshProxy.KX_MeshProxy-class.html0000644000000000000000000004434611174457207016467 0ustar rootroot KX_MeshProxy.KX_MeshProxy
Module KX_MeshProxy :: Class KX_MeshProxy

Class KX_MeshProxy

A mesh object.

You can only change the vertex properties of a mesh object, not the mesh topology.

To use mesh objects effectively, you should know a bit about how the game engine handles them.

  1. Mesh Objects are converted from Blender at scene load.
  2. The Converter groups polygons by Material. This means they can be sent to the renderer efficiently. A material holds:
    1. The texture.
    2. The Blender material.
    3. The Tile properties
    4. The face properties - (From the "Texture Face" panel)
    5. Transparency & z sorting
    6. Light layer
    7. Polygon shape (triangle/quad)
    8. Game Object
  3. Verticies will be split by face if necessary. Verticies can only be shared between faces if:
    1. They are at the same position
    2. UV coordinates are the same
    3. Their normals are the same (both polygons are "Set Smooth")
    4. They are the same colour

    For example: a cube has 24 verticies: 6 faces with 4 verticies per face.

The correct method of iterating over every KX_VertexProxy in a game object:

       import GameLogic
       
       co = GameLogic.getcurrentController()
       obj = co.getOwner()
       
       m_i = 0
       mesh = obj.getMesh(m_i) # There can be more than one mesh...
       while mesh != None:
               for mat in range(mesh.getNumMaterials()):
                       for v_index in range(mesh.getVertexArrayLength(mat)):
                               vertex = mesh.getVertex(mat, v_index)
                               # Do something with vertex here...
                               # ... eg: colour the vertex red.
                               vertex.colour = [1.0, 0.0, 0.0, 1.0]
               m_i += 1
               mesh = obj.getMesh(m_i)
Instance Methods
integer
getNumMaterials()
Gets the number of materials associated with this object.
string
getMaterialName(matid)
Gets the name of the specified material.
string
getTextureName(matid)
Gets the name of the specified material's texture.
integer
getVertexArrayLength(matid)
Gets the length of the vertex array associated with the specified material.
KX_VertexProxy
getVertex(matid, index)
Gets the specified vertex from the mesh object.
integer
getNumPolygons()
Returns the number of polygon in the mesh.
KX_PolyProxy
getPolygon(index)
Gets the specified polygon from the mesh.
boolean
reinstancePhysicsMesh()
Updates the physics system with the changed mesh.
Instance Variables
list of KX_BlenderMaterial or KX_PolygonMaterial types materials
integer numMaterials
integer numPolygons
Method Details

getMaterialName(matid)

 

Gets the name of the specified material.

Parameters:
  • matid (integer) - the specified material.
Returns: string
the attached material name.

getTextureName(matid)

 

Gets the name of the specified material's texture.

Parameters:
  • matid (integer) - the specified material
Returns: string
the attached material's texture name.

getVertexArrayLength(matid)

 

Gets the length of the vertex array associated with the specified material.

There is one vertex array for each material.

Parameters:
  • matid (integer) - the specified material
Returns: integer
the number of verticies in the vertex array.

getVertex(matid, index)

 

Gets the specified vertex from the mesh object.

Parameters:
  • matid (integer) - the specified material
  • index (integer) - the index into the vertex array.
Returns: KX_VertexProxy
a vertex object.

getPolygon(index)

 

Gets the specified polygon from the mesh.

Parameters:
  • index (integer) - polygon number
Returns: KX_PolyProxy
a polygon object.

reinstancePhysicsMesh()

 

Updates the physics system with the changed mesh.

A mesh must have only one material with collision flags, and have all collision primitives in one vertex array (ie. < 65535 verts) and be either a polytope or polyheder mesh. If you don't get a warning in the console when the collision type is polytope, the mesh is suitable for reinstance.

Returns: boolean
True if reinstance succeeded, False if it failed.

KX_MouseFocusSensor-module.html0000644000000000000000000001161011174457206015617 0ustar rootroot KX_MouseFocusSensor
Module KX_MouseFocusSensor

Module KX_MouseFocusSensor

Classes
  KX_MouseFocusSensor
The mouse focus sensor detects when the mouse is over the current game object.
Variables
  __package__ = None
KX_MouseFocusSensor.KX_MouseFocusSensor-class.html0000644000000000000000000010336011174457207021327 0ustar rootroot KX_MouseFocusSensor.KX_MouseFocusSensor
Module KX_MouseFocusSensor :: Class KX_MouseFocusSensor

Class KX_MouseFocusSensor

SCA_ILogicBrick.SCA_ILogicBrick --+        
                                  |        
            SCA_ISensor.SCA_ISensor --+    
                                      |    
        SCA_MouseSensor.SCA_MouseSensor --+
                                          |
                                         KX_MouseFocusSensor

The mouse focus sensor detects when the mouse is over the current game object.

The mouse focus sensor works by transforming the mouse coordinates from 2d device space to 3d space then raycasting away from the camera.

Instance Methods
list [x, y, z]
getHitNormal()
Returns the normal (in worldcoordinates) at the point of collision where the object was hit by this ray.
KX_GameObject or None
getHitObject()
Returns the object that was hit by this ray or None.
list [x, y, z]
getHitPosition()
Returns the position (in worldcoordinates) at the point of collision where the object was hit by this ray.
list [x, y, z]
getRayDirection()
Returns the normalized direction (in worldcoordinates) of the ray cast by the mouse.
list [x, y, z]
getRaySource()
Returns the position (in worldcoordinates) the ray was cast from by the mouse.
list [x, y, z]
getRayTarget()
Returns the target of the ray (in worldcoordinates) that seeks the focus object.
integer
getButtonStatus(button)
Get the mouse button status. (Inherited from SCA_MouseSensor.SCA_MouseSensor)
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
integer
getFrequency()
The frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
 
getInvert()
True if this sensor activates on negative events. (Inherited from SCA_ISensor.SCA_ISensor)
boolean
getLevel()
Returns whether this sensor is a level detector or a edge detector. (Inherited from SCA_ISensor.SCA_ISensor)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
getUseNegPulseMode()
True if the sensor is in negative pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
getUsePosPulseMode()
True if the sensor is in positive pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
integer
getXPosition()
DEPRECATED: use the position property Gets the x coordinate of the mouse. (Inherited from SCA_MouseSensor.SCA_MouseSensor)
integer
getYPosition()
DEPRECATED: use the position property Gets the y coordinate of the mouse. (Inherited from SCA_MouseSensor.SCA_MouseSensor)
 
isPositive()
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
 
isTriggered()
True if this sensor brick has triggered the current controller. (Inherited from SCA_ISensor.SCA_ISensor)
 
reset()
Reset sensor internal state, effect depends on the type of sensor and settings. (Inherited from SCA_ISensor.SCA_ISensor)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setFrequency(freq)
Sets the frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
 
setInvert(invert)
Sets if this sensor activates on positive or negative events. (Inherited from SCA_ISensor.SCA_ISensor)
 
setLevel(level)
Set whether to detect level or edge transition when entering a state. (Inherited from SCA_ISensor.SCA_ISensor)
 
setUseNegPulseMode(pulse)
Sets negative pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
setUsePosPulseMode(pulse)
Sets positive pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
int frequency
The frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
list (normalized vector of 3 floats) hitNormal
the worldspace normal from the face at point of intersection.
KX_GameObject or None hitObject
the last object the mouse was over.
list (vector of 3 floats) hitPosition
The worldspace position of the ray intersecton.
boolean invert
Flag to set if this sensor activates on positive or negative events. (Inherited from SCA_ISensor.SCA_ISensor)
boolean level
Flag to set whether to detect level or edge transition when entering a state. (Inherited from SCA_ISensor.SCA_ISensor)
integer mode
sensor mode: 1=KX_MOUSESENSORMODE_LEFTBUTTON 2=KX_MOUSESENSORMODE_MIDDLEBUTTON 3=KX_MOUSESENSORMODE_RIGHTBUTTON 4=KX_MOUSESENSORMODE_WHEELUP 5=KX_MOUSESENSORMODE_WHEELDOWN 9=KX_MOUSESENSORMODE_MOVEMENT (Inherited from SCA_MouseSensor.SCA_MouseSensor)
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
[integer,interger] position
current [x,y] coordinates of the mouse, in frame coordinates (pixels) (Inherited from SCA_MouseSensor.SCA_MouseSensor)
boolean positive
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
list (normalized vector of 3 floats) rayDirection
The rayTarget - raySource normalized.
list (vector of 3 floats) raySource
The worldspace source of the ray (the view position)
list (vector of 3 floats) rayTarget
The worldspace target of the ray.
boolean triggered
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
boolean useNegPulseMode
Flag to turn negative pulse mode on and off. (Inherited from SCA_ISensor.SCA_ISensor)
boolean usePosPulseMode
Flag to turn positive pulse mode on and off. (Inherited from SCA_ISensor.SCA_ISensor)
Method Details

getHitNormal()

 

Returns the normal (in worldcoordinates) at the point of collision where the object was hit by this ray. (deprecated)

Returns: list [x, y, z]
the ray collision normal.

getHitObject()

 

Returns the object that was hit by this ray or None. (deprecated)

Returns: KX_GameObject or None
the collision object.

getHitPosition()

 

Returns the position (in worldcoordinates) at the point of collision where the object was hit by this ray. (deprecated)

Returns: list [x, y, z]
the ray collision position.

getRayDirection()

 

Returns the normalized direction (in worldcoordinates) of the ray cast by the mouse. (deprecated)

Returns: list [x, y, z]
the ray direction.

getRaySource()

 

Returns the position (in worldcoordinates) the ray was cast from by the mouse. (deprecated)

Returns: list [x, y, z]
the ray source.

getRayTarget()

 

Returns the target of the ray (in worldcoordinates) that seeks the focus object. (deprecated)

Returns: list [x, y, z]
the ray target.

KX_NearSensor-module.html0000644000000000000000000001150111174457206014413 0ustar rootroot KX_NearSensor
Module KX_NearSensor

Module KX_NearSensor

Classes
  KX_NearSensor
A near sensor is a specialised form of touch sensor.
Variables
  __package__ = None
KX_NearSensor.KX_NearSensor-class.html0000644000000000000000000006616611174457207016735 0ustar rootroot KX_NearSensor.KX_NearSensor
Module KX_NearSensor :: Class KX_NearSensor

Class KX_NearSensor

SCA_ILogicBrick.SCA_ILogicBrick --+        
                                  |        
            SCA_ISensor.SCA_ISensor --+    
                                      |    
          KX_TouchSensor.KX_TouchSensor --+
                                          |
                                         KX_NearSensor
Known Subclasses:

A near sensor is a specialised form of touch sensor.

Instance Methods
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
integer
getFrequency()
The frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
KX_GameObject
getHitObject()
DEPRECATED: use the objectHit property Returns the last object hit by this touch sensor. (Inherited from KX_TouchSensor.KX_TouchSensor)
CListValue of KX_GameObject
getHitObjectList()
DEPRECATED: use the objectHitList property Returns a list of all objects hit in the last frame. (Inherited from KX_TouchSensor.KX_TouchSensor)
 
getInvert()
True if this sensor activates on negative events. (Inherited from SCA_ISensor.SCA_ISensor)
boolean
getLevel()
Returns whether this sensor is a level detector or a edge detector. (Inherited from SCA_ISensor.SCA_ISensor)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
string
getProperty()
DEPRECATED: use the property property Returns the property or material to collide with. (Inherited from KX_TouchSensor.KX_TouchSensor)
 
getTouchMaterial()
DEPRECATED: use the useMaterial property Returns KX_TRUE if this sensor looks for a specific material, KX_FALSE if it looks for a specific property. (Inherited from KX_TouchSensor.KX_TouchSensor)
 
getUseNegPulseMode()
True if the sensor is in negative pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
getUsePosPulseMode()
True if the sensor is in positive pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
isPositive()
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
 
isTriggered()
True if this sensor brick has triggered the current controller. (Inherited from SCA_ISensor.SCA_ISensor)
 
reset()
Reset sensor internal state, effect depends on the type of sensor and settings. (Inherited from SCA_ISensor.SCA_ISensor)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setFrequency(freq)
Sets the frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
 
setInvert(invert)
Sets if this sensor activates on positive or negative events. (Inherited from SCA_ISensor.SCA_ISensor)
 
setLevel(level)
Set whether to detect level or edge transition when entering a state. (Inherited from SCA_ISensor.SCA_ISensor)
 
setProperty(name)
DEPRECATED: use the property property Set the property or material to collide with. (Inherited from KX_TouchSensor.KX_TouchSensor)
 
setUseNegPulseMode(pulse)
Sets negative pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
setUsePosPulseMode(pulse)
Sets positive pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
Instance Variables
float distance
The near sensor activates when an object is within this distance.
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
int frequency
The frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
boolean invert
Flag to set if this sensor activates on positive or negative events. (Inherited from SCA_ISensor.SCA_ISensor)
boolean level
Flag to set whether to detect level or edge transition when entering a state. (Inherited from SCA_ISensor.SCA_ISensor)
KX_GameObject or None objectHit
The last collided object. (Inherited from KX_TouchSensor.KX_TouchSensor)
CListValue of KX_GameObject objectHitList
A list of colliding objects. (Inherited from KX_TouchSensor.KX_TouchSensor)
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
boolean positive
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
string property
The property or material to collide with. (Inherited from KX_TouchSensor.KX_TouchSensor)
bool pulseCollisions
The last collided object. (Inherited from KX_TouchSensor.KX_TouchSensor)
float resetDistance
The near sensor deactivates when the object exceeds this distance.
boolean triggered
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
boolean useMaterial
Determines if the sensor is looking for a property or material. (Inherited from KX_TouchSensor.KX_TouchSensor)
boolean useNegPulseMode
Flag to turn negative pulse mode on and off. (Inherited from SCA_ISensor.SCA_ISensor)
boolean usePosPulseMode
Flag to turn positive pulse mode on and off. (Inherited from SCA_ISensor.SCA_ISensor)
KX_NetworkMessageActuator-module.html0000644000000000000000000001154511174457206017005 0ustar rootroot KX_NetworkMessageActuator
Module KX_NetworkMessageActuator

Module KX_NetworkMessageActuator

Classes
  KX_NetworkMessageActuator
Message Actuator
Variables
  __package__ = None
KX_NetworkMessageActuator.KX_NetworkMessageActuator-class.html0000644000000000000000000003643311174457207023673 0ustar rootroot KX_NetworkMessageActuator.KX_NetworkMessageActuator
Module KX_NetworkMessageActuator :: Class KX_NetworkMessageActuator

Class KX_NetworkMessageActuator

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
        SCA_IActuator.SCA_IActuator --+
                                      |
                                     KX_NetworkMessageActuator

Message Actuator

Instance Methods
 
setToPropName(name)
DEPRECATED: Use the propName property instead.
 
setSubject(subject)
DEPRECATED: Use the subject property instead.
 
setBodyType(bodytype)
DEPRECATED: Use the usePropBody property instead.
 
setBody(body)
DEPRECATED: Use the body property instead.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
string body
The body of the message.
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
string propName
Messages will only be sent to objects with the given property name.
string subject
The subject field of the message.
boolean usePropBody
Send a property instead of a regular body message.
Method Details

setToPropName(name)

 

DEPRECATED: Use the propName property instead. Messages will only be sent to objects with the given property name.

Parameters:
  • name (string)

setSubject(subject)

 

DEPRECATED: Use the subject property instead. Sets the subject field of the message.

Parameters:
  • subject (string)

setBodyType(bodytype)

 

DEPRECATED: Use the usePropBody property instead. Sets the type of body to send.

Parameters:
  • bodytype (boolean) - True to send the value of a property, False to send the body text.

setBody(body)

 

DEPRECATED: Use the body property instead. Sets the message body.

Parameters:
  • body (string) - if the body type is True, this is the name of the property to send. if the body type is False, this is the text to send.

KX_NetworkMessageSensor-module.html0000644000000000000000000001155011174457206016470 0ustar rootroot KX_NetworkMessageSensor
Module KX_NetworkMessageSensor

Module KX_NetworkMessageSensor

Classes
  KX_NetworkMessageSensor
The Message Sensor logic brick.
Variables
  __package__ = None
KX_NetworkMessageSensor.KX_NetworkMessageSensor-class.html0000644000000000000000000007344611174457207023056 0ustar rootroot KX_NetworkMessageSensor.KX_NetworkMessageSensor
Module KX_NetworkMessageSensor :: Class KX_NetworkMessageSensor

Class KX_NetworkMessageSensor

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
            SCA_ISensor.SCA_ISensor --+
                                      |
                                     KX_NetworkMessageSensor

The Message Sensor logic brick.

Currently only loopback (local) networks are supported.

Instance Methods
 
setSubjectFilterText(subject)
DEPRECATED: Use the subject property instead.
integer
getFrameMessageCount()
DEPRECATED: Use the frameMessageCount property instead.
list
getBodies()
DEPRECATED: Use the bodies property instead.
string
getSubject()
DEPRECATED: Use the subject property instead.
list
getSubjects()
DEPRECATED: Use the subjects property instead.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
integer
getFrequency()
The frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
 
getInvert()
True if this sensor activates on negative events. (Inherited from SCA_ISensor.SCA_ISensor)
boolean
getLevel()
Returns whether this sensor is a level detector or a edge detector. (Inherited from SCA_ISensor.SCA_ISensor)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
getUseNegPulseMode()
True if the sensor is in negative pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
getUsePosPulseMode()
True if the sensor is in positive pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
isPositive()
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
 
isTriggered()
True if this sensor brick has triggered the current controller. (Inherited from SCA_ISensor.SCA_ISensor)
 
reset()
Reset sensor internal state, effect depends on the type of sensor and settings. (Inherited from SCA_ISensor.SCA_ISensor)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setFrequency(freq)
Sets the frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
 
setInvert(invert)
Sets if this sensor activates on positive or negative events. (Inherited from SCA_ISensor.SCA_ISensor)
 
setLevel(level)
Set whether to detect level or edge transition when entering a state. (Inherited from SCA_ISensor.SCA_ISensor)
 
setUseNegPulseMode(pulse)
Sets negative pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
setUsePosPulseMode(pulse)
Sets positive pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
Class Variables
int framemessageCount
Instance Variables
list of strings bodies
The list of message bodies received.
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
  frameMessageCount
The number of messages received since the last frame.
int frequency
The frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
boolean invert
Flag to set if this sensor activates on positive or negative events. (Inherited from SCA_ISensor.SCA_ISensor)
boolean level
Flag to set whether to detect level or edge transition when entering a state. (Inherited from SCA_ISensor.SCA_ISensor)
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
boolean positive
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
string subject
The subject the sensor is looking for.
list of strings subjects
The list of message subjects received.
boolean triggered
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
boolean useNegPulseMode
Flag to turn negative pulse mode on and off. (Inherited from SCA_ISensor.SCA_ISensor)
boolean usePosPulseMode
Flag to turn positive pulse mode on and off. (Inherited from SCA_ISensor.SCA_ISensor)
Method Details

setSubjectFilterText(subject)

 

DEPRECATED: Use the subject property instead. Change the message subject text that this sensor is listening to.

Parameters:
  • subject (string) - the new message subject to listen for.

getFrameMessageCount()

 

DEPRECATED: Use the frameMessageCount property instead. Get the number of messages received since the last frame.

Returns: integer

getBodies()

 

DEPRECATED: Use the bodies property instead. Gets the list of message bodies.

Returns: list

getSubject()

 

DEPRECATED: Use the subject property instead. Gets the message subject this sensor is listening for from the Subject: field.

Returns: string

getSubjects()

 

DEPRECATED: Use the subjects property instead. Gets the list of message subjects received.

Returns: list

Instance Variable Details

bodies

The list of message bodies received. (Read-only)
Type:
list of strings

frameMessageCount

The number of messages received since the last frame. (Read-only)

subjects

The list of message subjects received. (Read-only)
Type:
list of strings

KX_ObjectActuator-module.html0000644000000000000000000001171711174457206015256 0ustar rootroot KX_ObjectActuator
Module KX_ObjectActuator

Module KX_ObjectActuator

Classes
  KX_ObjectActuator
The object actuator ("Motion Actuator") applies force, torque, displacement, angular displacement, velocity, or angular velocity to an object.
Variables
  __package__ = None
KX_ObjectActuator.KX_ObjectActuator-class.html0000644000000000000000000013333011174457207020405 0ustar rootroot KX_ObjectActuator.KX_ObjectActuator
Module KX_ObjectActuator :: Class KX_ObjectActuator

Class KX_ObjectActuator

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
        SCA_IActuator.SCA_IActuator --+
                                      |
                                     KX_ObjectActuator

The object actuator ("Motion Actuator") applies force, torque, displacement, angular displacement, velocity, or angular velocity to an object. Servo control allows to regulate force to achieve a certain speed target.

Instance Methods
list [fx, fy, fz, local]
getForce()
Returns the force applied by the actuator.
 
setForce(fx, fy, fz, local)
Sets the force applied by the actuator.
list [Τx, Τy, Τz, local]
getTorque()
Returns the torque applied by the actuator.
 
setTorque(tx, ty, tz, local)
Sets the torque applied by the actuator.
list [dx, dy, dz, local]
getDLoc()
Returns the displacement vector applied by the actuator.
 
setDLoc(dx, dy, dz, local)
Sets the displacement vector applied by the actuator.
list [dx, dy, dz, local]
getDRot()
Returns the angular displacement vector applied by the actuator.
 
setDRot(dx, dy, dz, local)
Sets the angular displacement vector applied by the actuator.
list [vx, vy, vz, local]
getLinearVelocity()
Returns the linear velocity applied by the actuator.
 
setLinearVelocity(vx, vy, vz, local)
Sets the linear velocity applied by the actuator.
list [ωx, ωy, ωz, local]
getAngularVelocity()
Returns the angular velocity applied by the actuator.
 
setAngularVelocity(wx, wy, wz, local)
Sets the angular velocity applied by the actuator.
integer
getDamping()
Returns the damping parameter of the servo controller.
 
setDamping(damp)
Sets the damping parameter of the servo controller.
list [min, max, enabled]
getForceLimitX()
Returns the min/max force limit along the X axis used by the servo controller.
 
setForceLimitX(min, max, enable)
Sets the min/max force limit along the X axis and activates or deactivates the limits in the servo controller.
list [min, max, enabled]
getForceLimitY()
Returns the min/max force limit along the Y axis used by the servo controller.
 
setForceLimitY(min, max, enable)
Sets the min/max force limit along the Y axis and activates or deactivates the limits in the servo controller.
list [min, max, enabled]
getForceLimitZ()
Returns the min/max force limit along the Z axis used by the servo controller.
 
setForceLimitZ(min, max, enable)
Sets the min/max force limit along the Z axis and activates or deactivates the limits in the servo controller.
list [P, I, D]
getPID()
Returns the PID coefficient of the servo controller.
 
setPID(P, I, D)
Sets the PID coefficients of the servo controller.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Method Details

getForce()

 

Returns the force applied by the actuator.

Returns: list [fx, fy, fz, local]
A four item list, containing the vector force, and a flag specifying whether the force is local.

setForce(fx, fy, fz, local)

 

Sets the force applied by the actuator.

Parameters:
  • fx (float) - the x component of the force.
  • fy (float) - the z component of the force.
  • fz (float) - the z component of the force.
  • local (boolean) - - False: the force is applied in world coordinates.
    • True: the force is applied in local coordinates.

getTorque()

 

Returns the torque applied by the actuator.

Returns: list [Τx, Τy, Τz, local]
A four item list, containing the vector torque, and a flag specifying whether the torque is applied in local coordinates (True) or world coordinates (False)

setTorque(tx, ty, tz, local)

 

Sets the torque applied by the actuator.

Parameters:
  • tx (float) - the x component of the torque.
  • ty (float) - the z component of the torque.
  • tz (float) - the z component of the torque.
  • local (boolean) - - False: the torque is applied in world coordinates.
    • True: the torque is applied in local coordinates.

getDLoc()

 

Returns the displacement vector applied by the actuator.

Returns: list [dx, dy, dz, local]
A four item list, containing the vector displacement, and whether the displacement is applied in local coordinates (True) or world coordinates (False)

setDLoc(dx, dy, dz, local)

 

Sets the displacement vector applied by the actuator.

Since the displacement is applied every frame, you must adjust the displacement based on the frame rate, or you game experience will depend on the player's computer speed.

Parameters:
  • dx (float) - the x component of the displacement vector.
  • dy (float) - the z component of the displacement vector.
  • dz (float) - the z component of the displacement vector.
  • local (boolean) - - False: the displacement vector is applied in world coordinates.
    • True: the displacement vector is applied in local coordinates.

getDRot()

 

Returns the angular displacement vector applied by the actuator.

Returns: list [dx, dy, dz, local]
A four item list, containing the angular displacement vector, and whether the displacement is applied in local coordinates (True) or world coordinates (False)

setDRot(dx, dy, dz, local)

 

Sets the angular displacement vector applied by the actuator.

Since the displacement is applied every frame, you must adjust the displacement based on the frame rate, or you game experience will depend on the player's computer speed.

Parameters:
  • dx (float) - the x component of the angular displacement vector.
  • dy (float) - the z component of the angular displacement vector.
  • dz (float) - the z component of the angular displacement vector.
  • local (boolean) - - False: the angular displacement vector is applied in world coordinates.
    • True: the angular displacement vector is applied in local coordinates.

getLinearVelocity()

 

Returns the linear velocity applied by the actuator. For the servo control actuator, this is the target speed.

Returns: list [vx, vy, vz, local]
A four item list, containing the vector velocity, and whether the velocity is applied in local coordinates (True) or world coordinates (False)

setLinearVelocity(vx, vy, vz, local)

 

Sets the linear velocity applied by the actuator. For the servo control actuator, sets the target speed.

Parameters:
  • vx (float) - the x component of the velocity vector.
  • vy (float) - the z component of the velocity vector.
  • vz (float) - the z component of the velocity vector.
  • local (boolean) - - False: the velocity vector is in world coordinates.
    • True: the velocity vector is in local coordinates.

getAngularVelocity()

 

Returns the angular velocity applied by the actuator.

Returns: list [ωx, ωy, ωz, local]
A four item list, containing the vector velocity, and whether the velocity is applied in local coordinates (True) or world coordinates (False)

setAngularVelocity(wx, wy, wz, local)

 

Sets the angular velocity applied by the actuator.

Parameters:
  • wx (float) - the x component of the velocity vector.
  • wy (float) - the z component of the velocity vector.
  • wz (float) - the z component of the velocity vector.
  • local (boolean) - - False: the velocity vector is applied in world coordinates.
    • True: the velocity vector is applied in local coordinates.

getDamping()

 

Returns the damping parameter of the servo controller.

Returns: integer
the time constant of the servo controller in frame unit.

setDamping(damp)

 

Sets the damping parameter of the servo controller.

Parameters:
  • damp (integer) - the damping parameter in frame unit.

getForceLimitX()

 

Returns the min/max force limit along the X axis used by the servo controller.

Returns: list [min, max, enabled]
A three item list, containing the min and max limits of the force as float and whether the limits are active(true) or inactive(true)

setForceLimitX(min, max, enable)

 

Sets the min/max force limit along the X axis and activates or deactivates the limits in the servo controller.

Parameters:
  • min (float) - the minimum value of the force along the X axis.
  • max (float) - the maximum value of the force along the X axis.
  • enable (boolean) - - True: the force will be limited to the min/max
    • False: the force will not be limited

getForceLimitY()

 

Returns the min/max force limit along the Y axis used by the servo controller.

Returns: list [min, max, enabled]
A three item list, containing the min and max limits of the force as float and whether the limits are active(true) or inactive(true)

setForceLimitY(min, max, enable)

 

Sets the min/max force limit along the Y axis and activates or deactivates the limits in the servo controller.

Parameters:
  • min (float) - the minimum value of the force along the Y axis.
  • max (float) - the maximum value of the force along the Y axis.
  • enable (boolean) - - True: the force will be limited to the min/max
    • False: the force will not be limited

getForceLimitZ()

 

Returns the min/max force limit along the Z axis used by the servo controller.

Returns: list [min, max, enabled]
A three item list, containing the min and max limits of the force as float and whether the limits are active(true) or inactive(true)

setForceLimitZ(min, max, enable)

 

Sets the min/max force limit along the Z axis and activates or deactivates the limits in the servo controller.

Parameters:
  • min (float) - the minimum value of the force along the Z axis.
  • max (float) - the maximum value of the force along the Z axis.
  • enable (boolean) - - True: the force will be limited to the min/max
    • False: the force will not be limited

getPID()

 

Returns the PID coefficient of the servo controller.

Returns: list [P, I, D]
A three item list, containing the PID coefficient as floats: P : proportional coefficient I : Integral coefficient D : Derivate coefficient

setPID(P, I, D)

 

Sets the PID coefficients of the servo controller.

Parameters:
  • P (flat) - proportional coefficient
  • I (float) - Integral coefficient
  • D (float) - Derivate coefficient

KX_ParentActuator-module.html0000644000000000000000000001154411174457206015277 0ustar rootroot KX_ParentActuator
Module KX_ParentActuator

Module KX_ParentActuator

Classes
  KX_ParentActuator
The parent actuator can set or remove an objects parent object.
Variables
  __package__ = None
KX_ParentActuator.KX_ParentActuator-class.html0000644000000000000000000002761611174457207020464 0ustar rootroot KX_ParentActuator.KX_ParentActuator
Module KX_ParentActuator :: Class KX_ParentActuator

Class KX_ParentActuator

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
        SCA_IActuator.SCA_IActuator --+
                                      |
                                     KX_ParentActuator

The parent actuator can set or remove an objects parent object.

Instance Methods
 
setObject(object)
DEPRECATED: Use the object property.
string, KX_GameObject or None if no object is set
getObject(name_only=1)
DEPRECATED: Use the object property.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject or None object
the object this actuator sets the parent too.
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Method Details

setObject(object)

 

DEPRECATED: Use the object property. Sets the object to set as parent.

Object can be either a KX_GameObject or the name of the object.

Parameters:

getObject(name_only=1)

 

DEPRECATED: Use the object property. Returns the name of the object to change to.

Parameters:
  • name_only (bool) - optional argument, when 0 return a KX_GameObject
Returns: string, KX_GameObject or None if no object is set

KX_PhysicsObjectWrapper-module.html0000644000000000000000000001154011174457206016451 0ustar rootroot KX_PhysicsObjectWrapper
Module KX_PhysicsObjectWrapper

Module KX_PhysicsObjectWrapper

Classes
  KX_PhysicsObjectWrapper
KX_PhysicsObjectWrapper
Variables
  __package__ = None
KX_PhysicsObjectWrapper.KX_PhysicsObjectWrapper-class.html0000644000000000000000000000737011174457207023013 0ustar rootroot KX_PhysicsObjectWrapper.KX_PhysicsObjectWrapper
Module KX_PhysicsObjectWrapper :: Class KX_PhysicsObjectWrapper

Class KX_PhysicsObjectWrapper

KX_PhysicsObjectWrapper

All placeholders have a __ prefix

KX_PolyProxy-module.html0000644000000000000000000001150311174457206014323 0ustar rootroot KX_PolyProxy
Module KX_PolyProxy

Module KX_PolyProxy

Classes
  KX_PolyProxy
A polygon holds the index of the vertex forming the poylgon.
Variables
  __package__ = None
KX_PolyProxy.KX_PolyProxy-class.html0000644000000000000000000004555511174457207016550 0ustar rootroot KX_PolyProxy.KX_PolyProxy
Module KX_PolyProxy :: Class KX_PolyProxy

Class KX_PolyProxy

A polygon holds the index of the vertex forming the poylgon.

Note: The polygon attributes are read-only, you need to retrieve the vertex proxy if you want to change the vertex settings.

Instance Methods
string
getMaterialName()
Returns the polygon material name with MA prefix
KX_PolygonMaterial or KX_BlenderMaterial
getMaterial()
Returns the polygon material
string
getTextureName()
Returns the polygon texture name
integer
getMaterialIndex()
Returns the material bucket index of the polygon.
integer
getNumVertex()
Returns the number of vertex of the polygon.
integer
isVisible()
Returns whether the polygon is visible or not
integer
isCollider()
Returns whether the polygon is receives collision or not
integer
getVertexIndex(vertex)
Returns the mesh vertex index of a polygon vertex This index and the one returned by getMaterialIndex() are needed to retrieve the vertex proxy from KX_MeshProxy.
KX_MeshProxy
getMesh()
Returns a mesh proxy
Instance Variables
integer collide
collide state of the polygon: 1=receives collision, 0=collision free.
KX_PolygonMaterial or KX_BlenderMaterial material
The material of the polygon
integer matid
The material index of the polygon, use this to retrieve vertex proxy from mesh proxy
string matname
The name of polygon material, empty if no material.
string texture
The texture name of the polygon.
integer v1
vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
integer v2
vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
integer v3
vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy
integer v4
vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex use this to retrieve vertex proxy from mesh proxy
integer visible
visible state of the polygon: 1=visible, 0=invisible
Method Details

getMaterialName()

 

Returns the polygon material name with MA prefix

Returns: string
material name

getTextureName()

 

Returns the polygon texture name

Returns: string
texture name

getMaterialIndex()

 

Returns the material bucket index of the polygon. This index and the ones returned by getVertexIndex() are needed to retrieve the vertex proxy from KX_MeshProxy.

Returns: integer
the material index in the mesh

getNumVertex()

 

Returns the number of vertex of the polygon.

Returns: integer
number of vertex, 3 or 4.

isVisible()

 

Returns whether the polygon is visible or not

Returns: integer
0=invisible, 1=visible

isCollider()

 

Returns whether the polygon is receives collision or not

Returns: integer
0=collision free, 1=receives collision

getVertexIndex(vertex)

 

Returns the mesh vertex index of a polygon vertex This index and the one returned by getMaterialIndex() are needed to retrieve the vertex proxy from KX_MeshProxy.

Parameters:
  • vertex (integer) - index of the vertex in the polygon: 0->3
Returns: integer
mesh vertex index

getMesh()

 

Returns a mesh proxy

Returns: KX_MeshProxy
mesh proxy

KX_PolygonMaterial-module.html0000644000000000000000000001154111174457206015446 0ustar rootroot KX_PolygonMaterial
Module KX_PolygonMaterial

Module KX_PolygonMaterial

Classes
  KX_PolygonMaterial
This is the interface to materials in the game engine.
Variables
  __package__ = None
KX_PolygonMaterial.KX_PolygonMaterial-class.html0000644000000000000000000006601711174457207021006 0ustar rootroot KX_PolygonMaterial.KX_PolygonMaterial
Module KX_PolygonMaterial :: Class KX_PolygonMaterial

Class KX_PolygonMaterial

This is the interface to materials in the game engine.

Materials define the render state to be applied to mesh objects.

Warning: Some of the methods/variables are CObjects. If you mix these up, you will crash blender.

This example requires:

Example:

       import GameLogic
       import OpenGL
       from OpenGL.GL import *
       from OpenGL.GLU import *
       import glew
       from glew import *
       
       glewInit()
       
       vertex_shader = """
       
       void main(void)
       {
               gl_Position = ftransform();
       }
       """
       
       fragment_shader ="""
       
       void main(void)
       {
               gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
       }
       """
       
       class MyMaterial:
               def __init__(self):
                       self.pass_no = 0
                       # Create a shader
                       self.m_program = glCreateProgramObjectARB()
                       # Compile the vertex shader
                       self.shader(GL_VERTEX_SHADER_ARB, (vertex_shader))
                       # Compile the fragment shader
                       self.shader(GL_FRAGMENT_SHADER_ARB, (fragment_shader))
                       # Link the shaders together
                       self.link()
                       
               def PrintInfoLog(self, tag, object):
                       """
                       PrintInfoLog prints the GLSL compiler log
                       """
                       print "Tag:     def PrintGLError(self, tag = ""):
                       
               def PrintGLError(self, tag = ""):
                       """
                       Prints the current GL error status
                       """
                       if len(tag):
                               print tag
                       err = glGetError()
                       if err != GL_NO_ERROR:
                               print "GL Error: %s\n"%(gluErrorString(err))
       
               def shader(self, type, shaders):
                       """
                       shader compiles a GLSL shader and attaches it to the current
                       program.
                       
                       type should be either GL_VERTEX_SHADER_ARB or GL_FRAGMENT_SHADER_ARB
                       shaders should be a sequence of shader source to compile.
                       """
                       # Create a shader object
                       shader_object = glCreateShaderObjectARB(type)
       
                       # Add the source code
                       glShaderSourceARB(shader_object, len(shaders), shaders)
                       
                       # Compile the shader
                       glCompileShaderARB(shader_object)
                       
                       # Print the compiler log
                       self.PrintInfoLog("vertex shader", shader_object)
                       
                       # Check if compiled, and attach if it did
                       compiled = glGetObjectParameterivARB(shader_object, GL_OBJECT_COMPILE_STATUS_ARB)
                       if compiled:
                               glAttachObjectARB(self.m_program, shader_object)
                               
                       # Delete the object (glAttachObjectARB makes a copy)
                       glDeleteObjectARB(shader_object)
                       
                       # print the gl error log
                       self.PrintGLError()
                       
               def link(self):
                       """
                       Links the shaders together.
                       """
                       # clear error indicator         
                       glGetError()
                       
                       glLinkProgramARB(self.m_program)
       
                       self.PrintInfoLog("link", self.m_program)
               
                       linked = glGetObjectParameterivARB(self.m_program, GL_OBJECT_LINK_STATUS_ARB)
                       if not linked:
                               print "Shader failed to link"
                               return
       
                       glValidateProgramARB(self.m_program)
                       valid = glGetObjectParameterivARB(self.m_program, GL_OBJECT_VALIDATE_STATUS_ARB)
                       if not valid:
                               print "Shader failed to validate"
                               return
                       
               def activate(self, rasty, cachingInfo, mat):
                       self.pass_no+=1
                       if (self.pass_no == 1):
                               glDisable(GL_COLOR_MATERIAL)
                               glUseProgramObjectARB(self.m_program)
                               return True
                       
                       glEnable(GL_COLOR_MATERIAL)
                       glUseProgramObjectARB(0)
                       self.pass_no = 0        
                       return False
       
       obj = GameLogic.getCurrentController().getOwner()
       
       mesh = obj.getMesh(0)
       
       for mat in mesh.materials:
               mat.setCustomMaterial(MyMaterial())
               print mat.texture
Instance Methods
 
updateTexture(tface, rasty)
Updates a realtime animation.
 
setTexture(tface)
Sets texture render state.
 
activate(rasty, cachingInfo)
Sets material parameters for this object for rendering.
 
setCustomMaterial(material)
Sets the material state setup object.
Instance Variables
list [r, g, b] diffuse
The diffuse colour of the material.
bitfield drawingmode
Drawing mode for the material.
integer (read only) gl_texture
OpenGL texture handle (eg for glBindTexture(GL_TEXTURE_2D, gl_texture)
bitfield. lightlayer
Light layers this material affects.
string (read only) material
Material name
float shininess
The shininess (specular exponent) of the material.
list [r, g, b] specular
The specular colour of the material.
float specularity
The amount of specular of the material.
string (read only) texture
Texture name
CObject (read only) tface
Texture face properties
boolean tile
Texture is tiling
integer tilexrep
Number of tile repetitions in x direction.
integer tileyrep
Number of tile repetitions in y direction.
boolean transparent
This material is transparent.
boolean triangle
Mesh data with this material is triangles.
boolean zsort
Transparent polygons in meshes with this material will be sorted back to front before rendering.
Method Details

updateTexture(tface, rasty)

 

Updates a realtime animation.

Parameters:
  • tface (CObject) - Texture face (eg mat.tface)
  • rasty (CObject) - Rasterizer

setTexture(tface)

 

Sets texture render state.

Example:

       mat.setTexture(mat.tface)
Parameters:
  • tface (CObject) - Texture face

activate(rasty, cachingInfo)

 

Sets material parameters for this object for rendering.

Material Parameters set:

  1. Texture
  2. Backface culling
  3. Line drawing
  4. Specular Colour
  5. Shininess
  6. Diffuse Colour
  7. Polygon Offset.
Parameters:
  • rasty (CObject) - Rasterizer instance.
  • cachingInfo (CObject) - Material cache instance.

setCustomMaterial(material)

 

Sets the material state setup object.

Using this method, you can extend or completely replace the gameengine material to do your own advanced multipass effects.

Use this method to register your material class. Instead of the normal material, your class's activate method will be called just before rendering the mesh. This should setup the texture, material, and any other state you would like. It should return True to render the mesh, or False if you are finished. You should clean up any state Blender does not set before returning False.

Activate Method Definition:

               def activate(self, rasty, cachingInfo, material):

Example:

       class PyMaterial:
               def __init__(self):
                       self.pass_no = -1
               
               def activate(self, rasty, cachingInfo, material):
                       # Activate the material here.
                       #
                       # The activate method will be called until it returns False.
                       # Every time the activate method returns True the mesh will
                       # be rendered.
                       #
                       # rasty is a CObject for passing to material.updateTexture() 
                       #       and material.activate()
                       # cachingInfo is a CObject for passing to material.activate()
                       # material is the KX_PolygonMaterial instance this material
                       #          was added to
                       
                       # default material properties:
                       self.pass_no += 1
                       if self.pass_no == 0:
                               material.activate(rasty, cachingInfo)
                               # Return True to do this pass
                               return True
                       
                       # clean up and return False to finish.
                       self.pass_no = -1
                       return False
       
       # Create a new Python Material and pass it to the renderer.
       mat.setCustomMaterial(PyMaterial())
Parameters:
  • material (instance) - The material object.

Instance Variable Details

diffuse

The diffuse colour of the material. black = [0.0, 0.0, 0.0] white = [1.0, 1.0, 1.0]
Type:
list [r, g, b]

drawingmode

Drawing mode for the material.
  • 2 (drawingmode & 4) Textured
  • 4 (drawingmode & 16) Light
  • 14 (drawingmode & 16384) 3d Polygon Text
Type:
bitfield

shininess

The shininess (specular exponent) of the material. 0.0 <= shininess <= 128.0
Type:
float

specular

The specular colour of the material. black = [0.0, 0.0, 0.0] white = [1.0, 1.0, 1.0]
Type:
list [r, g, b]

specularity

The amount of specular of the material. 0.0 <= specularity <= 1.0
Type:
float

transparent

This material is transparent. All meshes with this material will be rendered after non transparent meshes from back to front.
Type:
boolean

triangle

Mesh data with this material is triangles. It's probably not safe to change this.
Type:
boolean

zsort

Transparent polygons in meshes with this material will be sorted back to front before rendering. Non-Transparent polygons will be sorted front to back before rendering.
Type:
boolean

KX_RadarSensor-module.html0000644000000000000000000001151611174457206014565 0ustar rootroot KX_RadarSensor
Module KX_RadarSensor

Module KX_RadarSensor

Classes
  KX_RadarSensor
Radar sensor is a near sensor with a conical sensor object.
Variables
  __package__ = None
KX_RadarSensor.KX_RadarSensor-class.html0000644000000000000000000010076511174457207017237 0ustar rootroot KX_RadarSensor.KX_RadarSensor
Module KX_RadarSensor :: Class KX_RadarSensor

Class KX_RadarSensor

SCA_ILogicBrick.SCA_ILogicBrick --+            
                                  |            
            SCA_ISensor.SCA_ISensor --+        
                                      |        
          KX_TouchSensor.KX_TouchSensor --+    
                                          |    
                KX_NearSensor.KX_NearSensor --+
                                              |
                                             KX_RadarSensor

Radar sensor is a near sensor with a conical sensor object.

Instance Methods
list [x, y, z]
getConeOrigin()
Returns the origin of the cone with which to test.
list [x, y, z]
getConeTarget()
Returns the center of the bottom face of the cone with which to test.
float
getConeHeight()
Returns the height of the cone with which to test.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
integer
getFrequency()
The frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
KX_GameObject
getHitObject()
DEPRECATED: use the objectHit property Returns the last object hit by this touch sensor. (Inherited from KX_TouchSensor.KX_TouchSensor)
CListValue of KX_GameObject
getHitObjectList()
DEPRECATED: use the objectHitList property Returns a list of all objects hit in the last frame. (Inherited from KX_TouchSensor.KX_TouchSensor)
 
getInvert()
True if this sensor activates on negative events. (Inherited from SCA_ISensor.SCA_ISensor)
boolean
getLevel()
Returns whether this sensor is a level detector or a edge detector. (Inherited from SCA_ISensor.SCA_ISensor)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
string
getProperty()
DEPRECATED: use the property property Returns the property or material to collide with. (Inherited from KX_TouchSensor.KX_TouchSensor)
 
getTouchMaterial()
DEPRECATED: use the useMaterial property Returns KX_TRUE if this sensor looks for a specific material, KX_FALSE if it looks for a specific property. (Inherited from KX_TouchSensor.KX_TouchSensor)
 
getUseNegPulseMode()
True if the sensor is in negative pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
getUsePosPulseMode()
True if the sensor is in positive pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
isPositive()
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
 
isTriggered()
True if this sensor brick has triggered the current controller. (Inherited from SCA_ISensor.SCA_ISensor)
 
reset()
Reset sensor internal state, effect depends on the type of sensor and settings. (Inherited from SCA_ISensor.SCA_ISensor)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setFrequency(freq)
Sets the frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
 
setInvert(invert)
Sets if this sensor activates on positive or negative events. (Inherited from SCA_ISensor.SCA_ISensor)
 
setLevel(level)
Set whether to detect level or edge transition when entering a state. (Inherited from SCA_ISensor.SCA_ISensor)
 
setProperty(name)
DEPRECATED: use the property property Set the property or material to collide with. (Inherited from KX_TouchSensor.KX_TouchSensor)
 
setUseNegPulseMode(pulse)
Sets negative pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
setUsePosPulseMode(pulse)
Sets positive pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
Instance Variables
float from 0 to 360 angle
The angle of the cone (in degrees) with which to test.
int from 0 to 5 KX_RADAR_AXIS_POS_X, KX_RADAR_AXIS_POS_Y, KX_RADAR_AXIS_POS_Z, KX_RADAR_AXIS_NEG_X, KX_RADAR_AXIS_NEG_Y, KX_RADAR_AXIS_NEG_Z axis
The axis on which the radar cone is cast
list of floats [x, y, z] coneOrigin
The origin of the cone with which to test.
list of floats [x, y, z] coneTarget
The center of the bottom face of the cone with which to test.
float distance
The near sensor activates when an object is within this distance.
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
int frequency
The frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
boolean invert
Flag to set if this sensor activates on positive or negative events. (Inherited from SCA_ISensor.SCA_ISensor)
boolean level
Flag to set whether to detect level or edge transition when entering a state. (Inherited from SCA_ISensor.SCA_ISensor)
KX_GameObject or None objectHit
The last collided object. (Inherited from KX_TouchSensor.KX_TouchSensor)
CListValue of KX_GameObject objectHitList
A list of colliding objects. (Inherited from KX_TouchSensor.KX_TouchSensor)
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
boolean positive
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
string property
The property or material to collide with. (Inherited from KX_TouchSensor.KX_TouchSensor)
bool pulseCollisions
The last collided object. (Inherited from KX_TouchSensor.KX_TouchSensor)
float resetDistance
The near sensor deactivates when the object exceeds this distance. (Inherited from KX_NearSensor.KX_NearSensor)
boolean triggered
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
boolean useMaterial
Determines if the sensor is looking for a property or material. (Inherited from KX_TouchSensor.KX_TouchSensor)
boolean useNegPulseMode
Flag to turn negative pulse mode on and off. (Inherited from SCA_ISensor.SCA_ISensor)
boolean usePosPulseMode
Flag to turn positive pulse mode on and off. (Inherited from SCA_ISensor.SCA_ISensor)
Method Details

getConeOrigin()

 

Returns the origin of the cone with which to test. The origin is in the middle of the cone.

Returns: list [x, y, z]

Instance Variable Details

coneOrigin

The origin of the cone with which to test. The origin is in the middle of the cone. (Read only)
Type:
list of floats [x, y, z]

coneTarget

The center of the bottom face of the cone with which to test. (Read only)
Type:
list of floats [x, y, z]

KX_RaySensor-module.html0000644000000000000000000001150211174457206014262 0ustar rootroot KX_RaySensor
Module KX_RaySensor

Module KX_RaySensor

Classes
  KX_RaySensor
A ray sensor detects the first object in a given direction.
Variables
  __package__ = None
KX_RaySensor.KX_RaySensor-class.html0000644000000000000000000007341511174457207016444 0ustar rootroot KX_RaySensor.KX_RaySensor
Module KX_RaySensor :: Class KX_RaySensor

Class KX_RaySensor

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
            SCA_ISensor.SCA_ISensor --+
                                      |
                                     KX_RaySensor

A ray sensor detects the first object in a given direction.

Instance Methods
KX_GameObject
getHitObject()
DEPRECATED: Use the hitObject property instead.
list [x, y, z]
getHitPosition()
DEPRECATED: Use the hitPosition property instead.
list [nx, ny, nz]
getHitNormal()
DEPRECATED: Use the hitNormal property instead.
list [dx, dy, dz]
getRayDirection()
DEPRECATED: Use the rayDirection property instead.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
integer
getFrequency()
The frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
 
getInvert()
True if this sensor activates on negative events. (Inherited from SCA_ISensor.SCA_ISensor)
boolean
getLevel()
Returns whether this sensor is a level detector or a edge detector. (Inherited from SCA_ISensor.SCA_ISensor)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
getUseNegPulseMode()
True if the sensor is in negative pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
getUsePosPulseMode()
True if the sensor is in positive pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
isPositive()
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
 
isTriggered()
True if this sensor brick has triggered the current controller. (Inherited from SCA_ISensor.SCA_ISensor)
 
reset()
Reset sensor internal state, effect depends on the type of sensor and settings. (Inherited from SCA_ISensor.SCA_ISensor)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setFrequency(freq)
Sets the frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
 
setInvert(invert)
Sets if this sensor activates on positive or negative events. (Inherited from SCA_ISensor.SCA_ISensor)
 
setLevel(level)
Set whether to detect level or edge transition when entering a state. (Inherited from SCA_ISensor.SCA_ISensor)
 
setUseNegPulseMode(pulse)
Sets negative pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
setUsePosPulseMode(pulse)
Sets positive pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
Instance Variables
int from 0 to 5 KX_RAY_AXIS_POS_X, KX_RAY_AXIS_POS_Y, KX_RAY_AXIS_POS_Z, KX_RAY_AXIS_NEG_X, KX_RAY_AXIS_NEG_Y, KX_RAY_AXIS_NEG_Z axis
The axis the ray is pointing on.
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
int frequency
The frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
list [x, y, z] hitNormal
The normal (in worldcoordinates) of the object at the location where the object was hit by the ray.
KX_GameObject hitObject
The game object that was hit by the ray.
list [x, y, z] hitPosition
The position (in worldcoordinates) where the object was hit by the ray.
boolean invert
Flag to set if this sensor activates on positive or negative events. (Inherited from SCA_ISensor.SCA_ISensor)
boolean level
Flag to set whether to detect level or edge transition when entering a state. (Inherited from SCA_ISensor.SCA_ISensor)
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
boolean positive
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
string property
The property the ray is looking for.
float range
The distance of the ray.
list [x, y, z] rayDirection
The direction from the ray (in worldcoordinates).
boolean triggered
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
boolean useMaterial
Whether or not to look for a material (false = property)
boolean useNegPulseMode
Flag to turn negative pulse mode on and off. (Inherited from SCA_ISensor.SCA_ISensor)
boolean usePosPulseMode
Flag to turn positive pulse mode on and off. (Inherited from SCA_ISensor.SCA_ISensor)
boolean useXRay
Whether or not to use XRay.
Method Details

getHitObject()

 

DEPRECATED: Use the hitObject property instead. Returns the game object that was hit by this ray.

Returns: KX_GameObject

getHitPosition()

 

DEPRECATED: Use the hitPosition property instead. Returns the position (in worldcoordinates) where the object was hit by this ray.

Returns: list [x, y, z]

getHitNormal()

 

DEPRECATED: Use the hitNormal property instead. Returns the normal (in worldcoordinates) of the object at the location where the object was hit by this ray.

Returns: list [nx, ny, nz]

getRayDirection()

 

DEPRECATED: Use the rayDirection property instead. Returns the direction from the ray (in worldcoordinates)

Returns: list [dx, dy, dz]

Instance Variable Details

hitNormal

The normal (in worldcoordinates) of the object at the location where the object was hit by the ray. (Read-only)
Type:
list [x, y, z]

hitObject

The game object that was hit by the ray. (Read-only)
Type:
KX_GameObject

hitPosition

The position (in worldcoordinates) where the object was hit by the ray. (Read-only)
Type:
list [x, y, z]

rayDirection

The direction from the ray (in worldcoordinates). (Read-only)
Type:
list [x, y, z]

KX_SCA_AddObjectActuator-module.html0000644000000000000000000001157011174457206016352 0ustar rootroot KX_SCA_AddObjectActuator
Module KX_SCA_AddObjectActuator

Module KX_SCA_AddObjectActuator

Classes
  KX_SCA_AddObjectActuator
Edit Object Actuator (in Add Object Mode)
Variables
  __package__ = None
KX_SCA_AddObjectActuator.KX_SCA_AddObjectActuator-class.html0000644000000000000000000005770211174457207022613 0ustar rootroot KX_SCA_AddObjectActuator.KX_SCA_AddObjectActuator
Module KX_SCA_AddObjectActuator :: Class KX_SCA_AddObjectActuator

Class KX_SCA_AddObjectActuator

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
        SCA_IActuator.SCA_IActuator --+
                                      |
                                     KX_SCA_AddObjectActuator

Edit Object Actuator (in Add Object Mode)


Warning: An Add Object actuator will be ignored if at game start, the linked object doesn't exist (or is empty) or the linked object is in an active layer.

This will genereate a warning in the console:

ERROR: GameObject OBName has a AddObjectActuator ActuatorName without object (in 'nonactive' layer)

Instance Methods
 
setObject(object)
DEPRECATED: use the object property Sets the game object to add.
string, KX_GameObject or None if no object is set
getObject(name_only=0)
DEPRECATED: use the object property Returns the name of the game object to be added.
 
setTime(time)
DEPRECATED: use the time property Sets the lifetime of added objects, in frames.
integer
getTime()
DEPRECATED: use the time property Returns the lifetime of the added object, in frames.
 
setLinearVelocity(vx, vy, vz)
DEPRECATED: use the linearVelocity property Sets the initial linear velocity of added objects.
list [vx, vy, vz]
getLinearVelocity()
DEPRECATED: use the linearVelocity property Returns the initial linear velocity of added objects.
 
setAngularVelocity(vx, vy, vz)
DEPRECATED: use the angularVelocity property Sets the initial angular velocity of added objects.
list [vx, vy, vz]
getAngularVelocity()
DEPRECATED: use the angularVelocity property Returns the initial angular velocity of added objects.
KX_GameObject
getLastCreatedObject()
DEPRECATED: use the objectLastCreated property Returns the last object created by this actuator.
None
instantAddObject()
Returns the last object created by this actuator.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
list [vx, vy, vz] angularVelocity
the initial angular velocity of added objects.
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
list [vx, vy, vz] linearVelocity
the initial linear velocity of added objects.
KX_GameObject or None object
the object this actuator adds.
KX_GameObject or None objectLastCreated
the last added object from this actuator (read only).
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
integer time
the lifetime of added objects, in frames.
Method Details

setObject(object)

 

DEPRECATED: use the object property Sets the game object to add.

A copy of the object will be added to the scene when the actuator is activated.

If the object does not exist, this function is ignored.

object can either be a KX_GameObject or the name of an object or None.

Parameters:

getObject(name_only=0)

 

DEPRECATED: use the object property Returns the name of the game object to be added.

Returns None if no game object has been assigned to be added.

Parameters:
  • name_only (bool) - optional argument, when 0 return a KX_GameObject
Returns: string, KX_GameObject or None if no object is set

setTime(time)

 

DEPRECATED: use the time property Sets the lifetime of added objects, in frames.

If time == 0, the object will last forever.

Parameters:
  • time (integer) - The minimum value for time is 0.

setLinearVelocity(vx, vy, vz)

 

DEPRECATED: use the linearVelocity property Sets the initial linear velocity of added objects.

Parameters:
  • vx (float) - the x component of the initial linear velocity.
  • vy (float) - the y component of the initial linear velocity.
  • vz (float) - the z component of the initial linear velocity.

setAngularVelocity(vx, vy, vz)

 

DEPRECATED: use the angularVelocity property Sets the initial angular velocity of added objects.

Parameters:
  • vx (float) - the x component of the initial angular velocity.
  • vy (float) - the y component of the initial angular velocity.
  • vz (float) - the z component of the initial angular velocity.

getLastCreatedObject()

 

DEPRECATED: use the objectLastCreated property Returns the last object created by this actuator.

Returns: KX_GameObject
A KX_GameObject or None if no object has been created.

instantAddObject()

 

Returns the last object created by this actuator. The object can then be accessed from objectLastCreated.

Returns: None

KX_SCA_DynamicActuator-module.html0000644000000000000000000001152411174457206016116 0ustar rootroot KX_SCA_DynamicActuator
Module KX_SCA_DynamicActuator

Module KX_SCA_DynamicActuator

Classes
  KX_SCA_DynamicActuator
Dynamic Actuator.
Variables
  __package__ = None
KX_SCA_DynamicActuator.KX_SCA_DynamicActuator-class.html0000644000000000000000000002741211174457207022120 0ustar rootroot KX_SCA_DynamicActuator.KX_SCA_DynamicActuator
Module KX_SCA_DynamicActuator :: Class KX_SCA_DynamicActuator

Class KX_SCA_DynamicActuator

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
        SCA_IActuator.SCA_IActuator --+
                                      |
                                     KX_SCA_DynamicActuator

Dynamic Actuator.

Instance Methods
 
setOperation(operation)
DEPRECATED: Use the operation property instead.
 
getOperation()
DEPRECATED: Use the operation property instead.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
float mass
the mass value for the KX_DYN_SET_MASS operation
integer operation
the type of operation of the actuator, 0-4 KX_DYN_RESTORE_DYNAMICS, KX_DYN_DISABLE_DYNAMICS, KX_DYN_ENABLE_RIGID_BODY, KX_DYN_DISABLE_RIGID_BODY, KX_DYN_SET_MASS
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Method Details

setOperation(operation)

 

DEPRECATED: Use the operation property instead. Set the type of operation when the actuator is activated:

  • 0 = restore dynamics
  • 1 = disable dynamics
  • 2 = enable rigid body
  • 3 = disable rigid body
  • 4 = set mass

getOperation()

 

DEPRECATED: Use the operation property instead. return the type of operation


KX_SCA_EndObjectActuator-module.html0000644000000000000000000001157011174457206016370 0ustar rootroot KX_SCA_EndObjectActuator
Module KX_SCA_EndObjectActuator

Module KX_SCA_EndObjectActuator

Classes
  KX_SCA_EndObjectActuator
Edit Object Actuator (in End Object mode)
Variables
  __package__ = None
KX_SCA_EndObjectActuator.KX_SCA_EndObjectActuator-class.html0000644000000000000000000002023311174457207022634 0ustar rootroot KX_SCA_EndObjectActuator.KX_SCA_EndObjectActuator
Module KX_SCA_EndObjectActuator :: Class KX_SCA_EndObjectActuator

Class KX_SCA_EndObjectActuator

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
        SCA_IActuator.SCA_IActuator --+
                                      |
                                     KX_SCA_EndObjectActuator

Edit Object Actuator (in End Object mode)

This actuator has no python methods.

Instance Methods
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_SCA_ReplaceMeshActuator-module.html0000644000000000000000000001160611174457206016723 0ustar rootroot KX_SCA_ReplaceMeshActuator
Module KX_SCA_ReplaceMeshActuator

Module KX_SCA_ReplaceMeshActuator

Classes
  KX_SCA_ReplaceMeshActuator
Edit Object actuator, in Replace Mesh mode.
Variables
  __package__ = None
KX_SCA_ReplaceMeshActuator.KX_SCA_ReplaceMeshActuator-class.html0000644000000000000000000003502611174457207023530 0ustar rootroot KX_SCA_ReplaceMeshActuator.KX_SCA_ReplaceMeshActuator
Module KX_SCA_ReplaceMeshActuator :: Class KX_SCA_ReplaceMeshActuator

Class KX_SCA_ReplaceMeshActuator

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
        SCA_IActuator.SCA_IActuator --+
                                      |
                                     KX_SCA_ReplaceMeshActuator

Edit Object actuator, in Replace Mesh mode.

Example:

       # Level-of-detail
       # Switch a game object's mesh based on its depth in the camera view.
       # +----------+     +-----------+     +-------------------------------------+
       # | Always   +-----+ Python    +-----+ Edit Object (Replace Mesh) LOD.Mesh |
       # +----------+     +-----------+     +-------------------------------------+
       import GameLogic

       # List detail meshes here
       # Mesh (name, near, far)
       # Meshes overlap so that they don't 'pop' when on the edge of the distance.
       meshes = ((".Hi", 0.0, -20.0),
                         (".Med", -15.0, -50.0),
                         (".Lo", -40.0, -100.0)
                       )
       
       co = GameLogic.getCurrentController()
       obj = co.getOwner()
       act = co.getActuator("LOD." + obj.name)
       cam = GameLogic.getCurrentScene().active_camera
       
       def Depth(pos, plane):
               return pos[0]*plane[0] + pos[1]*plane[1] + pos[2]*plane[2] + plane[3]
       
       # Depth is negative and decreasing further from the camera
       depth = Depth(obj.position, cam.world_to_camera[2])
       
       newmesh = None
       curmesh = None
       # Find the lowest detail mesh for depth
       for mesh in meshes:
               if depth < mesh[1] and depth > mesh[2]:
                       newmesh = mesh
               if "ME" + obj.name + mesh[0] == act.getMesh():
                       curmesh = mesh
       
       if newmesh != None and "ME" + obj.name + newmesh[0] != act.getMesh():
               # The mesh is a different mesh - switch it.
               # Check the current mesh is not a better fit.
               if curmesh == None or curmesh[1] < depth or curmesh[2] > depth:
                       act.setMesh(obj.getName() + newmesh[0])
                       GameLogic.addActiveActuator(act, True)

Warning: Replace mesh actuators will be ignored if at game start, the named mesh doesn't exist.

This will generate a warning in the console:

ERROR: GameObject OBName ReplaceMeshActuator ActuatorName without object

Instance Methods
 
setMesh(name)
DEPRECATED: Use the mesh property instead.
string or None
getMesh()
DEPRECATED: Use the mesh property instead.
None
instantReplaceMesh()
Immediately replace mesh without delay.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_MeshProxy or None if no mesh is set mesh
KX_MeshProxy or the name of the mesh that will replace the current one Set to None to disable actuator
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Method Details

setMesh(name)

 

DEPRECATED: Use the mesh property instead. Sets the name of the mesh that will replace the current one. When the name is None it will unset the mesh value so no action is taken.

Parameters:
  • name (string or None)

getMesh()

 

DEPRECATED: Use the mesh property instead. Returns the name of the mesh that will replace the current one.

Returns None if no mesh has been scheduled to be added.

Returns: string or None

KX_Scene-module.html0000644000000000000000000001136511174457206013401 0ustar rootroot KX_Scene
Module KX_Scene

Module KX_Scene

Classes
  KX_Scene
Scene.
Variables
  __package__ = None
KX_Scene.KX_Scene-class.html0000644000000000000000000003134011174457207014653 0ustar rootroot KX_Scene.KX_Scene
Module KX_Scene :: Class KX_Scene

Class KX_Scene

Scene.

The activity culling stuff is supposed to disable logic bricks when their owner gets too far from the active camera. It was taken from some code lurking at the back of KX_Scene - who knows what it does!

Example:

       import GameLogic
       
       # get the scene
       scene = GameLogic.getCurrentScene()
       
       # print all the objects in the scene
       for obj in scene.objects:
               print obj.name
       
       # get an object named 'Cube'
       obj = scene.objects["OBCube"]
       
       # get the first object in the scene.
       obj = scene.objects[0]

Example:

       # Get the depth of an object in the camera view.
       import GameLogic
       
       obj = GameLogic.getCurrentController().getOwner()
       cam = GameLogic.getCurrentScene().active_camera
       
       # Depth is negative and decreasing further from the camera
       depth = obj.position[0]*cam.world_to_camera[2][0] + obj.position[1]*cam.world_to_camera[2][1] + obj.position[2]*cam.world_to_camera[2][2] + cam.world_to_camera[2][3]

Bug: All attributes are read only at the moment.

Instance Methods
list [KX_LightObject]
getLightList()
Returns the list of lights in the scene.
list [KX_GameObject]
getObjectList()
Returns the list of objects in the scene.
string
getName()
Returns the name of the scene.
KX_GameObject
addObject(object, other, time=0)
Adds an object to the scene like the Add Object Actuator would, and returns the created object.
Instance Variables
KX_Camera active_camera
The current active camera
boolean activity_culling
True if the scene is activity culling
float activity_culling_radius
The distance outside which to do activity culling.
string name
The scene's name
CListValue of KX_GameObject objects
A list of objects in the scene.
boolean suspended
True if the scene is suspended.
Method Details

addObject(object, other, time=0)

 

Adds an object to the scene like the Add Object Actuator would, and returns the created object.

Parameters:
  • object (KX_GameObject or string) - The object to add
  • other (KX_GameObject or string) - The object's center to use when adding the object
  • time (int) - The lifetime of the added object, in frames. A time of 0 means the object will last forever.
Returns: KX_GameObject

Instance Variable Details

activity_culling_radius

The distance outside which to do activity culling. Measured in manhattan distance.
Type:
float

KX_SceneActuator-module.html0000644000000000000000000001147211174457206015103 0ustar rootroot KX_SceneActuator
Module KX_SceneActuator

Module KX_SceneActuator

Classes
  KX_SceneActuator
Scene Actuator logic brick.
Variables
  __package__ = None
KX_SceneActuator.KX_SceneActuator-class.html0000644000000000000000000004255511174457207020073 0ustar rootroot KX_SceneActuator.KX_SceneActuator
Module KX_SceneActuator :: Class KX_SceneActuator

Class KX_SceneActuator

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
        SCA_IActuator.SCA_IActuator --+
                                      |
                                     KX_SceneActuator

Scene Actuator logic brick.


Warning: Scene actuators that use a scene name will be ignored if at game start, the named scene doesn't exist or is empty

This will generate a warning in the console:

ERROR: GameObject OBName has a SceneActuator ActuatorName (SetScene) without scene

Instance Methods
 
setUseRestart(flag)
DEPRECATED Set flag to True to restart the scene.
 
setScene(scene)
DEPRECATED: use the scene property instead Sets the name of the scene to change to/overlay/underlay/remove/suspend/resume.
 
setCamera(camera)
DEPRECATED: use the camera property instead Sets the camera to change to.
boolean
getUseRestart()
DEPRECATED Returns True if the scene will be restarted.
string
getScene()
DEPRECATED: use the scene property instead Returns the name of the scene to change to/overlay/underlay/remove/suspend/resume.
string
getCamera()
DEPRECATED: use the camera property instead Returns the name of the camera to change to.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
KX_Camera on read, string or KX_Camera on write camera
the camera to change to.
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
string. scene
the name of the scene to change to/overlay/underlay/remove/suspend/resume
Method Details

setUseRestart(flag)

 

DEPRECATED Set flag to True to restart the scene.

Parameters:
  • flag (boolean)

setScene(scene)

 

DEPRECATED: use the scene property instead Sets the name of the scene to change to/overlay/underlay/remove/suspend/resume.

Parameters:
  • scene (string)

setCamera(camera)

 

DEPRECATED: use the camera property instead Sets the camera to change to.

Camera can be either a KX_Camera or the name of the camera.

Parameters:

getScene()

 

DEPRECATED: use the scene property instead Returns the name of the scene to change to/overlay/underlay/remove/suspend/resume.

Returns an empty string ("") if no scene has been set.

Returns: string

Instance Variable Details

camera

the camera to change to. When setting the attribute, you can use either a KX_Camera or the name of the camera.
Type:
KX_Camera on read, string or KX_Camera on write

KX_SoundActuator-module.html0000644000000000000000000001145611174457206015140 0ustar rootroot KX_SoundActuator
Module KX_SoundActuator

Module KX_SoundActuator

Classes
  KX_SoundActuator
Sound Actuator.
Variables
  __package__ = None
KX_SoundActuator.KX_SoundActuator-class.html0000644000000000000000000011152711174457207020155 0ustar rootroot KX_SoundActuator.KX_SoundActuator
Module KX_SoundActuator :: Class KX_SoundActuator

Class KX_SoundActuator

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
        SCA_IActuator.SCA_IActuator --+
                                      |
                                     KX_SoundActuator

Sound Actuator.

The startSound(), pauseSound() and stopSound() do not require the actuator to be activated - they act instantly provided that the actuator has been activated once at least.

Instance Methods
 
setFilename(filename)
DEPRECATED: Use the filename property instead.
string
getFilename()
DEPRECATED: Use the filename property instead.
 
setGain(gain)
DEPRECATED: Use the volume property instead Sets the gain (volume) of the sound
float
getGain()
DEPRECATED: Use the volume property instead.
 
setPitch(pitch)
DEPRECATED: Use the pitch property instead.
float
getPitch()
DEPRECATED: Use the pitch property instead.
 
setRollOffFactor(rolloff)
DEPRECATED: Use the rollOffFactor property instead.
float
getRollOffFactor()
DEPRECATED: Use the rollOffFactor property instead.
 
setLooping(loop)
DEPRECATED: Use the looping property instead.
integer
getLooping()
DEPRECATED: Use the looping property instead.
 
setPosition(x, y, z)
DEPRECATED: Use the position property instead.
 
setVelocity(vx, vy, vz)
DEPRECATED: Use the velocity property instead.
 
setOrientation(o11, o12, o13, o21, o22, o23, o31, o32, o33)
DEPRECATED: Use the orientation property instead.
 
setType(mode)
DEPRECATED: Use the type property instead.
integer
getType()
DEPRECATED: Use the type property instead.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
    Play Methods
 
startSound()
Starts the sound.
 
pauseSound()
Pauses the sound.
 
stopSound()
Stops the sound.
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
string filename
Sets the filename of the sound this actuator plays.
integer looping
Sets the loop mode of the actuator.
3x3 matrix [[float]] orientation
Sets the orientation of the sound.
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
float pitch
Sets the pitch of the sound.
float array position
Sets the position of the sound.
float rollOffFactor
Sets the roll off factor.
integer type
Sets the operation mode of the actuator.
float array velocity
Sets the speed of the sound; The speed of the sound alter the pitch.
float volume
Sets the volume (gain) of the sound.
Method Details

setFilename(filename)

 

DEPRECATED: Use the filename property instead. Sets the filename of the sound this actuator plays.

Parameters:
  • filename (string)

getFilename()

 

DEPRECATED: Use the filename property instead. Returns the filename of the sound this actuator plays.

Returns: string

setGain(gain)

 

DEPRECATED: Use the volume property instead Sets the gain (volume) of the sound

Parameters:
  • gain (float) - 0.0 (quiet) <= gain <= 1.0 (loud)

getGain()

 

DEPRECATED: Use the volume property instead. Gets the gain (volume) of the sound.

Returns: float

setPitch(pitch)

 

DEPRECATED: Use the pitch property instead. Sets the pitch of the sound.

Parameters:
  • pitch (float)

getPitch()

 

DEPRECATED: Use the pitch property instead. Returns the pitch of the sound.

Returns: float

setRollOffFactor(rolloff)

 

DEPRECATED: Use the rollOffFactor property instead. Sets the rolloff factor for the sounds.

Rolloff defines the rate of attenuation as the sound gets further away. Higher rolloff factors shorten the distance at which the sound can be heard.

Parameters:
  • rolloff (float)

getRollOffFactor()

 

DEPRECATED: Use the rollOffFactor property instead. Returns the rolloff factor for the sound.

Returns: float

setLooping(loop)

 

DEPRECATED: Use the looping property instead. Sets the loop mode of the actuator.

Parameters:
  • loop (integer) - - Play Stop 1
    • Play End 2
    • Loop Stop 3
    • Loop End 4
    • Bidirection Stop 5
    • Bidirection End 6

Bug: There are no constants defined for this method!

getLooping()

 

DEPRECATED: Use the looping property instead. Returns the current loop mode of the actuator.

Returns: integer

setPosition(x, y, z)

 

DEPRECATED: Use the position property instead. Sets the position this sound will come from.

Parameters:
  • x (float) - The x coordinate of the sound.
  • y (float) - The y coordinate of the sound.
  • z (float) - The z coordinate of the sound.

setVelocity(vx, vy, vz)

 

DEPRECATED: Use the velocity property instead. Sets the velocity this sound is moving at.

The sound's pitch is determined from the velocity.

Parameters:
  • vx (float) - The vx coordinate of the sound.
  • vy (float) - The vy coordinate of the sound.
  • vz (float) - The vz coordinate of the sound.

setOrientation(o11, o12, o13, o21, o22, o23, o31, o32, o33)

 

DEPRECATED: Use the orientation property instead. Sets the orientation of the sound.

The nine parameters specify a rotation matrix:

       | o11, o12, o13 |
       | o21, o22, o23 |
       | o31, o32, o33 |

setType(mode)

 

DEPRECATED: Use the type property instead. Sets the operation mode of the actuator.

Parameters:
  • mode (integer) - KX_SOUNDACT_PLAYSTOP, KX_SOUNDACT_PLAYEND, KX_SOUNDACT_LOOPSTOP, KX_SOUNDACT_LOOPEND, KX_SOUNDACT_LOOPBIDIRECTIONAL, KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP

getType()

 

DEPRECATED: Use the type property instead. Returns the operation mode of the actuator.

Returns: integer
KX_SOUNDACT_PLAYSTOP, KX_SOUNDACT_PLAYEND, KX_SOUNDACT_LOOPSTOP, KX_SOUNDACT_LOOPEND, KX_SOUNDACT_LOOPBIDIRECTIONAL, KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP

Instance Variable Details

orientation

Sets the orientation of the sound. When setting the orientation you can also use quaternion [float,float,float,float] or euler angles [float,float,float]
Type:
3x3 matrix [[float]]

rollOffFactor

Sets the roll off factor. Rolloff defines the rate of attenuation as the sound gets further away.
Type:
float

type

Sets the operation mode of the actuator. You can use one of the following constant:
  • KX_SOUNDACT_PLAYSTOP (1)
  • KX_SOUNDACT_PLAYEND (2)
  • KX_SOUNDACT_LOOPSTOP (3)
  • KX_SOUNDACT_LOOPEND (4)
  • KX_SOUNDACT_LOOPBIDIRECTIONAL (5)
  • KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP (6)
Type:
integer

KX_StateActuator-module.html0000644000000000000000000001152611174457206015126 0ustar rootroot KX_StateActuator
Module KX_StateActuator

Module KX_StateActuator

Classes
  KX_StateActuator
State actuator changes the state mask of parent object.
Variables
  __package__ = None
KX_StateActuator.KX_StateActuator-class.html0000644000000000000000000003344411174457207020136 0ustar rootroot KX_StateActuator.KX_StateActuator
Module KX_StateActuator :: Class KX_StateActuator

Class KX_StateActuator

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
        SCA_IActuator.SCA_IActuator --+
                                      |
                                     KX_StateActuator

State actuator changes the state mask of parent object.

Property:

Instance Methods
 
setOperation(op)
DEPRECATED: Use the operation property instead.
 
setMask(mask)
DEPRECATED: Use the mask property instead.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
integer mask
value that defines the bits that will be modified by the operation.
integer operation
type of bit operation to be applied on object state mask.
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Method Details

setOperation(op)

 

DEPRECATED: Use the operation property instead. Set the type of bit operation to be applied on object state mask. Use setMask() to specify the bits that will be modified.

Parameters:
  • op (integer) - bit operation (0=Copy, 1=Add, 2=Substract, 3=Invert)

setMask(mask)

 

DEPRECATED: Use the mask property instead. Set the value that defines the bits that will be modified by the operation. The bits that are 1 in the value will be updated in the object state, the bits that are 0 are will be left unmodified expect for the Copy operation which copies the value to the object state.

Parameters:
  • mask (integer) - bits that will be modified

Instance Variable Details

mask

value that defines the bits that will be modified by the operation. The bits that are 1 in the mask will be updated in the object state, the bits that are 0 are will be left unmodified expect for the Copy operation which copies the mask to the object state
Type:
integer

operation

type of bit operation to be applied on object state mask. You can use one of the following constant:
  • KX_STATE_OP_CPY (0) : Copy state mask
  • KX_STATE_OP_SET (1) : Add bits to state mask
  • KX_STATE_OP_CLR (2) : Substract bits to state mask
  • KX_STATE_OP_NEG (3) : Invert bits to state mask
Type:
integer

KX_TouchSensor-module.html0000644000000000000000000001150311174457206014612 0ustar rootroot KX_TouchSensor
Module KX_TouchSensor

Module KX_TouchSensor

Classes
  KX_TouchSensor
Touch sensor detects collisions between objects.
Variables
  __package__ = None
KX_TouchSensor.KX_TouchSensor-class.html0000644000000000000000000007564411174457207017330 0ustar rootroot KX_TouchSensor.KX_TouchSensor
Module KX_TouchSensor :: Class KX_TouchSensor

Class KX_TouchSensor

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
            SCA_ISensor.SCA_ISensor --+
                                      |
                                     KX_TouchSensor
Known Subclasses:

Touch sensor detects collisions between objects.

Instance Methods
 
setProperty(name)
DEPRECATED: use the property property Set the property or material to collide with.
string
getProperty()
DEPRECATED: use the property property Returns the property or material to collide with.
KX_GameObject
getHitObject()
DEPRECATED: use the objectHit property Returns the last object hit by this touch sensor.
CListValue of KX_GameObject
getHitObjectList()
DEPRECATED: use the objectHitList property Returns a list of all objects hit in the last frame.
 
getTouchMaterial()
DEPRECATED: use the useMaterial property Returns KX_TRUE if this sensor looks for a specific material, KX_FALSE if it looks for a specific property.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
integer
getFrequency()
The frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
 
getInvert()
True if this sensor activates on negative events. (Inherited from SCA_ISensor.SCA_ISensor)
boolean
getLevel()
Returns whether this sensor is a level detector or a edge detector. (Inherited from SCA_ISensor.SCA_ISensor)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
getUseNegPulseMode()
True if the sensor is in negative pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
getUsePosPulseMode()
True if the sensor is in positive pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
isPositive()
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
 
isTriggered()
True if this sensor brick has triggered the current controller. (Inherited from SCA_ISensor.SCA_ISensor)
 
reset()
Reset sensor internal state, effect depends on the type of sensor and settings. (Inherited from SCA_ISensor.SCA_ISensor)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setFrequency(freq)
Sets the frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
 
setInvert(invert)
Sets if this sensor activates on positive or negative events. (Inherited from SCA_ISensor.SCA_ISensor)
 
setLevel(level)
Set whether to detect level or edge transition when entering a state. (Inherited from SCA_ISensor.SCA_ISensor)
 
setUseNegPulseMode(pulse)
Sets negative pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
setUsePosPulseMode(pulse)
Sets positive pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
int frequency
The frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
boolean invert
Flag to set if this sensor activates on positive or negative events. (Inherited from SCA_ISensor.SCA_ISensor)
boolean level
Flag to set whether to detect level or edge transition when entering a state. (Inherited from SCA_ISensor.SCA_ISensor)
KX_GameObject or None objectHit
The last collided object.
CListValue of KX_GameObject objectHitList
A list of colliding objects.
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
boolean positive
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
string property
The property or material to collide with.
bool pulseCollisions
The last collided object.
boolean triggered
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
boolean useMaterial
Determines if the sensor is looking for a property or material.
boolean useNegPulseMode
Flag to turn negative pulse mode on and off. (Inherited from SCA_ISensor.SCA_ISensor)
boolean usePosPulseMode
Flag to turn positive pulse mode on and off. (Inherited from SCA_ISensor.SCA_ISensor)
Method Details

setProperty(name)

 

DEPRECATED: use the property property Set the property or material to collide with. Use setTouchMaterial() to switch between properties and materials.

Parameters:
  • name (string)

getProperty()

 

DEPRECATED: use the property property Returns the property or material to collide with. Use getTouchMaterial() to find out whether this sensor looks for properties or materials. (deprecated)

Returns: string

getHitObject()

 

DEPRECATED: use the objectHit property Returns the last object hit by this touch sensor. (deprecated)

Returns: KX_GameObject

getHitObjectList()

 

DEPRECATED: use the objectHitList property Returns a list of all objects hit in the last frame. (deprecated)

Only objects that have the requisite material/property are listed.

Returns: CListValue of KX_GameObject

getTouchMaterial()

 

DEPRECATED: use the useMaterial property Returns KX_TRUE if this sensor looks for a specific material, KX_FALSE if it looks for a specific property. (deprecated)


Instance Variable Details

objectHit

The last collided object. (Read Only)
Type:
KX_GameObject or None

objectHitList

A list of colliding objects. (Read Only)
Type:
CListValue of KX_GameObject

useMaterial

Determines if the sensor is looking for a property or material. KX_True = Find material; KX_False = Find property
Type:
boolean

KX_TrackToActuator-module.html0000644000000000000000000001152111174457206015410 0ustar rootroot KX_TrackToActuator
Module KX_TrackToActuator

Module KX_TrackToActuator

Classes
  KX_TrackToActuator
Edit Object actuator in Track To mode.
Variables
  __package__ = None
KX_TrackToActuator.KX_TrackToActuator-class.html0000644000000000000000000004344311174457207020714 0ustar rootroot KX_TrackToActuator.KX_TrackToActuator
Module KX_TrackToActuator :: Class KX_TrackToActuator

Class KX_TrackToActuator

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
        SCA_IActuator.SCA_IActuator --+
                                      |
                                     KX_TrackToActuator

Edit Object actuator in Track To mode.


Warning: Track To Actuators will be ignored if at game start, the object to track to is invalid.

This will generate a warning in the console:

ERROR: GameObject OBName no object in EditObjectActuator ActuatorName

Instance Methods
 
setObject(object)
DEPRECATED: Use the object property.
string, KX_GameObject or None if no object is set
getObject(name_only)
DEPRECATED: Use the object property.
 
setTime(time)
DEPRECATED: Use the time property.
integer
getTime()
DEPRECATED: Use the time property.
 
setUse3D(use3d)
DEPRECATED: Use the use3D property.
boolean
getUse3D()
DEPRECATED: Use the use3D property.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject or None object
the object this actuator tracks.
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
integer time
the time in frames with which to delay the tracking motion
boolean use3D
the tracking motion to use 3D
Method Details

setObject(object)

 

DEPRECATED: Use the object property. Sets the object to track.

Parameters:
  • object (KX_GameObject, string or None) - Either a reference to a game object or the name of the object to track.

getObject(name_only)

 

DEPRECATED: Use the object property. Returns the name of the object to track.

Parameters:
  • name_only (bool) - optional argument, when 0 return a KX_GameObject
Returns: string, KX_GameObject or None if no object is set

setTime(time)

 

DEPRECATED: Use the time property. Sets the time in frames with which to delay the tracking motion.

Parameters:
  • time (integer)

getTime()

 

DEPRECATED: Use the time property. Returns the time in frames with which the tracking motion is delayed.

Returns: integer

setUse3D(use3d)

 

DEPRECATED: Use the use3D property. Sets the tracking motion to use 3D.

Parameters:
  • use3d (boolean) - - True: allow the tracking motion to extend in the z-direction.
    • False: lock the tracking motion to the x-y plane.

getUse3D()

 

DEPRECATED: Use the use3D property. Returns True if the tracking motion will track in the z direction.

Returns: boolean

KX_VehicleWrapper-module.html0000644000000000000000000001146611174457206015266 0ustar rootroot KX_VehicleWrapper
Module KX_VehicleWrapper

Module KX_VehicleWrapper

Classes
  KX_VehicleWrapper
KX_VehicleWrapper
Variables
  __package__ = None
KX_VehicleWrapper.KX_VehicleWrapper-class.html0000644000000000000000000001607311174457207020427 0ustar rootroot KX_VehicleWrapper.KX_VehicleWrapper
Module KX_VehicleWrapper :: Class KX_VehicleWrapper

Class KX_VehicleWrapper

KX_VehicleWrapper

All placeholders have a __ prefix

Instance Methods
 
addWheel(wheel, attachPos, attachDir, axleDir, suspensionRestLength, wheelRadius, hasSteering)
TODO - Description
Method Details

addWheel(wheel, attachPos, attachDir, axleDir, suspensionRestLength, wheelRadius, hasSteering)

 

TODO - Description

Parameters:
  • wheel (KX_GameObject or a KX_GameObject name) - The object to use as a wheel.
  • attachPos (vector of 3 floats) - The position that this wheel will attach to.
  • attachDir (vector of 3 floats) - The direction this wheel points.
  • axleDir (vector of 3 floats) - The direction of this wheels axle.
  • suspensionRestLength (float) - TODO - Description
  • wheelRadius (float) - The size of the wheel.

KX_VertexProxy-module.html0000644000000000000000000001151611174457206014661 0ustar rootroot KX_VertexProxy
Module KX_VertexProxy

Module KX_VertexProxy

Classes
  KX_VertexProxy
A vertex holds position, UV, colour and normal information.
Variables
  __package__ = None
KX_VertexProxy.KX_VertexProxy-class.html0000644000000000000000000006246711174457207017435 0ustar rootroot KX_VertexProxy.KX_VertexProxy
Module KX_VertexProxy :: Class KX_VertexProxy

Class KX_VertexProxy

A vertex holds position, UV, colour and normal information.

Note: The physics simulation is NOT currently updated - physics will not respond to changes in the vertex position.

Instance Methods
list [x, y, z]
getXYZ()
Gets the position of this vertex.
 
setXYZ(pos)
Sets the position of this vertex.
list [u, v]
getUV()
Gets the UV (texture) coordinates of this vertex.
 
setUV(uv)
Sets the UV (texture) coordinates of this vertex.
list [u, v]
getUV2()
Gets the 2nd UV (texture) coordinates of this vertex.
 
setUV2(uv)
Sets the 2nd UV (texture) coordinates of this vertex.
integer
getRGBA()
Gets the colour of this vertex.
 
setRGBA(col)
Sets the colour of this vertex.
list [nx, ny, nz]
getNormal()
Gets the normal vector of this vertex.
 
setNormal(normal)
Sets the normal vector of this vertex.
Instance Variables
list [u, v] UV
The texture coordinates of the vertex.
list [x, y, z] XYZ
The position of the vertex.
  color
Synonym for colour.
list [r, g, b, a] colour
The colour of the vertex.
list [nx, ny, nz] normal
The normal of the vertex
float u2
The second u texture coordinate of the vertex.
float v2
The second v texture coordinate of the vertex.
    Position
float x
The x coordinate of the vertex.
float y
The y coordinate of the vertex.
float z
The z coordinate of the vertex.
    Texture Coordinates
float u
The u texture coordinate of the vertex.
float v
The v texture coordinate of the vertex.
    Colour
float a
The alpha component of the vertex colour.
float b
The blue component of the vertex colour.
float g
The green component of the vertex colour.
float r
The red component of the vertex colour.
Method Details

getXYZ()

 

Gets the position of this vertex.

Returns: list [x, y, z]
this vertexes position in local coordinates.

setXYZ(pos)

 

Sets the position of this vertex.

Parameters:
  • pos (list [x, y, z]) - the new position for this vertex in local coordinates.

getUV()

 

Gets the UV (texture) coordinates of this vertex.

Returns: list [u, v]
this vertexes UV (texture) coordinates.

setUV(uv)

 

Sets the UV (texture) coordinates of this vertex.

Parameters:
  • uv (list [u, v])

getUV2()

 

Gets the 2nd UV (texture) coordinates of this vertex.

Returns: list [u, v]
this vertexes UV (texture) coordinates.

setUV2(uv)

 

Sets the 2nd UV (texture) coordinates of this vertex.

Parameters:
  • uv (list [u, v])

getRGBA()

 

Gets the colour of this vertex.

The colour is represented as four bytes packed into an integer value. The colour is packed as RGBA.

Since Python offers no way to get each byte without shifting, you must use the struct module to access colour in an machine independent way.

Because of this, it is suggested you use the r, g, b and a attributes or the colour attribute instead.

Example:

       import struct;
       col = struct.unpack('4B', struct.pack('I', v.getRGBA()))
       # col = (r, g, b, a)
       # black = (  0,   0,   0, 255)
       # white = (255, 255, 255, 255)
Returns: integer
packed colour. 4 byte integer with one byte per colour channel in RGBA format.

setRGBA(col)

 

Sets the colour of this vertex.

See getRGBA() for the format of col, and its relevant problems. Use the r, g, b and a attributes or the colour attribute instead.

setRGBA() also accepts a four component list as argument col. The list represents the colour as [r, g, b, a] with black = [0.0, 0.0, 0.0, 1.0] and white = [1.0, 1.0, 1.0, 1.0]

Example:

       v.setRGBA(0xff0000ff) # Red
       v.setRGBA(0xff00ff00) # Green on little endian, transparent purple on big endian
       v.setRGBA([1.0, 0.0, 0.0, 1.0]) # Red
       v.setRGBA([0.0, 1.0, 0.0, 1.0]) # Green on all platforms.
Parameters:
  • col (integer or list [r, g, b, a]) - the new colour of this vertex in packed RGBA format.

getNormal()

 

Gets the normal vector of this vertex.

Returns: list [nx, ny, nz]
normalised normal vector.

setNormal(normal)

 

Sets the normal vector of this vertex.

Parameters:
  • normal (sequence of floats [r, g, b]) - the new normal of this vertex.

Instance Variable Details

a

The alpha component of the vertex colour. 0.0 <= a <= 1.0
Type:
float

b

The blue component of the vertex colour. 0.0 <= b <= 1.0
Type:
float

colour

The colour of the vertex. Black = [0.0, 0.0, 0.0, 1.0], White = [1.0, 1.0, 1.0, 1.0]
Type:
list [r, g, b, a]

g

The green component of the vertex colour. 0.0 <= g <= 1.0
Type:
float

r

The red component of the vertex colour. 0.0 <= r <= 1.0
Type:
float

KX_VisibilityActuator-module.html0000644000000000000000000001152111174457206016170 0ustar rootroot KX_VisibilityActuator
Module KX_VisibilityActuator

Module KX_VisibilityActuator

Classes
  KX_VisibilityActuator
Visibility Actuator.
Variables
  __package__ = None
KX_VisibilityActuator.KX_VisibilityActuator-class.html0000644000000000000000000002563611174457207022260 0ustar rootroot KX_VisibilityActuator.KX_VisibilityActuator
Module KX_VisibilityActuator :: Class KX_VisibilityActuator

Class KX_VisibilityActuator

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
        SCA_IActuator.SCA_IActuator --+
                                      |
                                     KX_VisibilityActuator

Visibility Actuator.

Instance Methods
 
set(visible)
DEPRECATED: Use the visibility property instead.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
boolean occlusion
whether the actuator makes its parent object an occluder or not
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
boolean recursion
whether the visibility/occlusion should be propagated to all children of the object
boolean visibility
whether the actuator makes its parent object visible or invisible
Method Details

set(visible)

 

DEPRECATED: Use the visibility property instead. Sets whether the actuator makes its parent object visible or invisible.

Parameters:
  • visible - - True: Makes its parent visible.
    • False: Makes its parent invisible.

Rasterizer-module.html0000644000000000000000000010667411174457206014104 0ustar rootroot Rasterizer
Module Rasterizer

Module Rasterizer

Documentation for the Rasterizer module.

Example Uses an SCA_MouseSensor, and two KX_ObjectActuators to implement MouseLook:

       # To use a mouse movement sensor "Mouse" and a 
       # motion actuator to mouse look:
       import Rasterizer
       import GameLogic

       # SCALE sets the speed of motion
       SCALE=[1, 0.5]
       
       co = GameLogic.getCurrentController()
       obj = co.getOwner()
       mouse = co.getSensor("Mouse")
       lmotion = co.getActuator("LMove")
       wmotion = co.getActuator("WMove")
       
       # Transform the mouse coordinates to see how far the mouse has moved.
       def mousePos():
               x = (Rasterizer.getWindowWidth()/2 - mouse.getXPosition())*SCALE[0]
               y = (Rasterizer.getWindowHeight()/2 - mouse.getYPosition())*SCALE[1]
               return (x, y)
       
       pos = mousePos()
       
       # Set the amount of motion: X is applied in world coordinates...
       lmotion.setTorque(0.0, 0.0, pos[0], False)
       # ...Y is applied in local coordinates
       wmotion.setTorque(-pos[1], 0.0, 0.0, True)
       
       # Activate both actuators
       GameLogic.addActiveActuator(lmotion, True)
       GameLogic.addActiveActuator(wmotion, True)
       
       # Centre the mouse
       Rasterizer.setMousePosition(Rasterizer.getWindowWidth()/2, Rasterizer.getWindowHeight()/2)
Functions
list [x, y]
getScreenPosition(arg)
Gets the position of an object projected on screen space.
3d vector
getScreenVect(x, y)
Gets the vector from the camera position in the screen coordinate direction.
KX_GameObject
getScreenRay(x, y, dist, property)
Look towards a screen coordinate (x,y) and find first object hit within dist that matches prop.
integer
getWindowWidth()
Gets the width of the window (in pixels)
integer
getWindowHeight()
Gets the height of the window (in pixels)
 
makeScreenshot(filename)
Writes a screenshot to the given filename.
 
enableVisibility(visible)
Doesn't really do anything...
 
showMouse(visible)
Enables or disables the operating system mouse cursor.
 
setMousePosition(x, y)
Sets the mouse cursor position.
 
setBackgroundColor(rgba)
Sets the window background colour.
 
setMistColor(rgb)
Sets the mist colour.
 
setMistStart(start)
Sets the mist start value.
 
setMistEnd(end)
Sets the mist end value.
 
setEyeSeparation(eyesep)
Sets the eye separation for stereo mode.
float
getEyeSeparation()
Gets the current eye separation for stereo mode.
 
setFocalLength(focallength)
Sets the focal length for stereo mode.
float
getFocalLength()
Gets the current focal length for stereo mode.
 
setMaterialMode(mode)
Set the material mode to use for OpenGL rendering.
KX_TEXFACE_MATERIAL, KX_BLENDER_MULTITEX_MATERIAL, KX_BLENDER_GLSL_MATERIAL
getMaterialMode(mode)
Get the material mode to use for OpenGL rendering.
 
setGLSLMaterialSetting(setting, enable)
Enables or disables a GLSL material setting.
boolean
getGLSLMaterialSetting(setting, enable)
Get the state of a GLSL material setting.
 
drawLine(fromVec, toVec, color)
Draw a line in the 3D scene.
Variables
  __package__ = None
    Material Types
  KX_BLENDER_GLSL_MATERIAL
Materials approximating blender materials with GLSL.
  KX_BLENDER_MULTITEX_MATERIAL
Materials approximating blender materials with multitexturing.
  KX_TEXFACE_MATERIAL
Materials as defined by the texture face settings.
Function Details

getScreenPosition(arg)

 

Gets the position of an object projected on screen space.

Example: # For an object in the middle of the screen, coord = [0.5,0.5] coord = Rasterizer.getScreenPosition(object)

Parameters:
Returns: list [x, y]
the object's position in screen coordinates.

getScreenVect(x, y)

 

Gets the vector from the camera position in the screen coordinate direction.

Example: # Gets the vector of the camera front direction: m_vect = Rasterizer.getScreenVect(0.5,0.5)

Parameters:
  • y (float)
  • x (float)
Returns: 3d vector
the vector from a screen coordinate.

getScreenRay(x, y, dist, property)

 

Look towards a screen coordinate (x,y) and find first object hit within dist that matches prop. The ray is similar to KX_GameObject->rayCastTo.

Example: # Gets an object with a property "wall" in front of the camera within a distance of 100: target = Rasterizer.getScreenRay(0.5,0.5,100,"wall")

Parameters:
  • dist (float) - max distance to look (can be negative => look behind); 0 or omitted => detect up to other
  • property (string) - property name that object must have; can be omitted => detect any object
  • y (float)
  • x (float)
Returns: KX_GameObject
the first object hit or None if no object or object does not match prop

makeScreenshot(filename)

 

Writes a screenshot to the given filename.

If filename starts with // the image will be saved relative to the current directory. If the filename contains # it will be replaced with the frame number.

The standalone player saves .png files. It does not support colour space conversion or gamma correction.

When run from Blender, makeScreenshot supports Iris, IrisZ, TGA, Raw TGA, PNG, HamX, and Jpeg. Gamma, Colourspace conversion and Jpeg compression are taken from the Render settings panels.

Parameters:
  • filename (string)

showMouse(visible)

 

Enables or disables the operating system mouse cursor.

Parameters:
  • visible (boolean)

setMousePosition(x, y)

 

Sets the mouse cursor position.

Parameters:
  • y (integer)
  • x (integer)

setBackgroundColor(rgba)

 

Sets the window background colour.

Parameters:
  • rgba (list [r, g, b, a])

setMistColor(rgb)

 

Sets the mist colour.

Parameters:
  • rgb (list [r, g, b])

setMistStart(start)

 

Sets the mist start value. Objects further away than start will have mist applied to them.

Parameters:
  • start (float)

setMistEnd(end)

 

Sets the mist end value. Objects further away from this will be coloured solid with the colour set by setMistColor().

Parameters:
  • end (float)

setEyeSeparation(eyesep)

 

Sets the eye separation for stereo mode.

Parameters:
  • eyesep (float) - The distance between the left and right eye.

setFocalLength(focallength)

 

Sets the focal length for stereo mode.

Parameters:
  • focallength (float) - The focal length.

setMaterialMode(mode)

 

Set the material mode to use for OpenGL rendering.

Parameters:
  • mode (KX_TEXFACE_MATERIAL, KX_BLENDER_MULTITEX_MATERIAL, KX_BLENDER_GLSL_MATERIAL)

Note: Changes will only affect newly created scenes.

setGLSLMaterialSetting(setting, enable)

 

Enables or disables a GLSL material setting.

Parameters:
  • enable (boolean)
  • setting (string (lights, shaders, shadows, ramps, nodes, extra_textures))

getGLSLMaterialSetting(setting, enable)

 

Get the state of a GLSL material setting.

Parameters:
  • setting (string (lights, shaders, shadows, ramps, nodes, extra_textures))
Returns: boolean

drawLine(fromVec, toVec, color)

 

Draw a line in the 3D scene.

Parameters:
  • fromVec (list [x, y, z]) - the origin of the line
  • toVec (list [x, y, z]) - the end of the line
  • color (list [r, g, b]) - the color of the line

SCA_2DFilterActuator-module.html0000644000000000000000000001153411174457206015544 0ustar rootroot SCA_2DFilterActuator
Module SCA_2DFilterActuator

Module SCA_2DFilterActuator

Classes
  SCA_2DFilterActuator
Create, enable and disable 2D filters
Variables
  __package__ = None
SCA_2DFilterActuator.SCA_2DFilterActuator-class.html0000644000000000000000000002707511174457207021177 0ustar rootroot SCA_2DFilterActuator.SCA_2DFilterActuator
Module SCA_2DFilterActuator :: Class SCA_2DFilterActuator

Class SCA_2DFilterActuator

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
        SCA_IActuator.SCA_IActuator --+
                                      |
                                     SCA_2DFilterActuator

Create, enable and disable 2D filters

Properties:

The following properties don't have an immediate effect. You must active the actuator to get the result. The actuator is not persistent: it automatically stops itself after setting up the filter but the filter remains active. To stop a filter you must activate the actuator with 'type' set to RAS_2DFILTER_DISABLED or RAS_2DFILTER_NOFILTER.

Instance Methods
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
integer disableMotionBlur
action on motion blur: 0=enable, 1=disable
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
integer (0-100) passNb
order number of filter in the stack of 2D filters.
string shaderText
shader source code for custom shader
integer type
type of 2D filter, use one of the following constants: RAS_2DFILTER_ENABLED (-2) : enable the filter that was previously disabled RAS_2DFILTER_DISABLED (-1) : disable the filter that is currently active RAS_2DFILTER_NOFILTER (0) : disable and destroy the filter that is currently active RAS_2DFILTER_MOTIONBLUR (1) : create and enable preset filters RAS_2DFILTER_BLUR (2) RAS_2DFILTER_SHARPEN (3) RAS_2DFILTER_DILATION (4) RAS_2DFILTER_EROSION (5) RAS_2DFILTER_LAPLACIAN (6) RAS_2DFILTER_SOBEL (7) RAS_2DFILTER_PREWITT (8) RAS_2DFILTER_GRAYSCALE (9) RAS_2DFILTER_SEPIA (10) RAS_2DFILTER_INVERT (11) RAS_2DFILTER_CUSTOMFILTER (12) : customer filter, the code code is set via shaderText property
float (0.0-100.0) value
argument for motion blur filter
Instance Variable Details

passNb

order number of filter in the stack of 2D filters. Filters are executed in increasing order of passNb. Only be one filter can be defined per passNb.
Type:
integer (0-100)

SCA_ANDController-module.html0000644000000000000000000001156511174457206015100 0ustar rootroot SCA_ANDController
Module SCA_ANDController

Module SCA_ANDController

Classes
  SCA_ANDController
An AND controller activates only when all linked sensors are activated.
Variables
  __package__ = None
SCA_ANDController.SCA_ANDController-class.html0000644000000000000000000002024311174457207020045 0ustar rootroot SCA_ANDController.SCA_ANDController
Module SCA_ANDController :: Class SCA_ANDController

Class SCA_ANDController

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
    SCA_IController.SCA_IController --+
                                      |
                                     SCA_ANDController

An AND controller activates only when all linked sensors are activated.

There are no special python methods for this controller.

Instance Methods
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
SCA_ActuatorSensor-module.html0000644000000000000000000001157111174457206015403 0ustar rootroot SCA_ActuatorSensor
Module SCA_ActuatorSensor

Module SCA_ActuatorSensor

Classes
  SCA_ActuatorSensor
Actuator sensor detect change in actuator state of the parent object.
Variables
  __package__ = None
SCA_ActuatorSensor.SCA_ActuatorSensor-class.html0000644000000000000000000005533111174457207020667 0ustar rootroot SCA_ActuatorSensor.SCA_ActuatorSensor
Module SCA_ActuatorSensor :: Class SCA_ActuatorSensor

Class SCA_ActuatorSensor

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
            SCA_ISensor.SCA_ISensor --+
                                      |
                                     SCA_ActuatorSensor

Actuator sensor detect change in actuator state of the parent object. It generates a positive pulse if the corresponding actuator is activated and a negative pulse if the actuator is deactivated.

Properties:

Instance Methods
string
getActuator()
DEPRECATED: use the actuator property Return the Actuator with which the sensor operates.
 
setActuator(name)
DEPRECATED: use the actuator property Sets the Actuator with which to operate.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
integer
getFrequency()
The frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
 
getInvert()
True if this sensor activates on negative events. (Inherited from SCA_ISensor.SCA_ISensor)
boolean
getLevel()
Returns whether this sensor is a level detector or a edge detector. (Inherited from SCA_ISensor.SCA_ISensor)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
getUseNegPulseMode()
True if the sensor is in negative pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
getUsePosPulseMode()
True if the sensor is in positive pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
isPositive()
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
 
isTriggered()
True if this sensor brick has triggered the current controller. (Inherited from SCA_ISensor.SCA_ISensor)
 
reset()
Reset sensor internal state, effect depends on the type of sensor and settings. (Inherited from SCA_ISensor.SCA_ISensor)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setFrequency(freq)
Sets the frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
 
setInvert(invert)
Sets if this sensor activates on positive or negative events. (Inherited from SCA_ISensor.SCA_ISensor)
 
setLevel(level)
Set whether to detect level or edge transition when entering a state. (Inherited from SCA_ISensor.SCA_ISensor)
 
setUseNegPulseMode(pulse)
Sets negative pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
setUsePosPulseMode(pulse)
Sets positive pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
Instance Variables
string actuator
the name of the actuator that the sensor is monitoring.
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
int frequency
The frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
boolean invert
Flag to set if this sensor activates on positive or negative events. (Inherited from SCA_ISensor.SCA_ISensor)
boolean level
Flag to set whether to detect level or edge transition when entering a state. (Inherited from SCA_ISensor.SCA_ISensor)
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
boolean positive
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
boolean triggered
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
boolean useNegPulseMode
Flag to turn negative pulse mode on and off. (Inherited from SCA_ISensor.SCA_ISensor)
boolean usePosPulseMode
Flag to turn positive pulse mode on and off. (Inherited from SCA_ISensor.SCA_ISensor)
Method Details

setActuator(name)

 

DEPRECATED: use the actuator property Sets the Actuator with which to operate. If there is no Actuator of this name, the function has no effect.

Parameters:
  • name (string) - actuator name

SCA_AlwaysSensor-module.html0000644000000000000000000001147711174457206015066 0ustar rootroot SCA_AlwaysSensor
Module SCA_AlwaysSensor

Module SCA_AlwaysSensor

Classes
  SCA_AlwaysSensor
This sensor is always activated.
Variables
  __package__ = None
SCA_AlwaysSensor.SCA_AlwaysSensor-class.html0000644000000000000000000004744511174457207020032 0ustar rootroot SCA_AlwaysSensor.SCA_AlwaysSensor
Module SCA_AlwaysSensor :: Class SCA_AlwaysSensor

Class SCA_AlwaysSensor

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
            SCA_ISensor.SCA_ISensor --+
                                      |
                                     SCA_AlwaysSensor

This sensor is always activated.

Instance Methods
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
integer
getFrequency()
The frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
 
getInvert()
True if this sensor activates on negative events. (Inherited from SCA_ISensor.SCA_ISensor)
boolean
getLevel()
Returns whether this sensor is a level detector or a edge detector. (Inherited from SCA_ISensor.SCA_ISensor)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
getUseNegPulseMode()
True if the sensor is in negative pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
getUsePosPulseMode()
True if the sensor is in positive pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
isPositive()
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
 
isTriggered()
True if this sensor brick has triggered the current controller. (Inherited from SCA_ISensor.SCA_ISensor)
 
reset()
Reset sensor internal state, effect depends on the type of sensor and settings. (Inherited from SCA_ISensor.SCA_ISensor)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setFrequency(freq)
Sets the frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
 
setInvert(invert)
Sets if this sensor activates on positive or negative events. (Inherited from SCA_ISensor.SCA_ISensor)
 
setLevel(level)
Set whether to detect level or edge transition when entering a state. (Inherited from SCA_ISensor.SCA_ISensor)
 
setUseNegPulseMode(pulse)
Sets negative pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
setUsePosPulseMode(pulse)
Sets positive pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
int frequency
The frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
boolean invert
Flag to set if this sensor activates on positive or negative events. (Inherited from SCA_ISensor.SCA_ISensor)
boolean level
Flag to set whether to detect level or edge transition when entering a state. (Inherited from SCA_ISensor.SCA_ISensor)
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
boolean positive
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
boolean triggered
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
boolean useNegPulseMode
Flag to turn negative pulse mode on and off. (Inherited from SCA_ISensor.SCA_ISensor)
boolean usePosPulseMode
Flag to turn positive pulse mode on and off. (Inherited from SCA_ISensor.SCA_ISensor)
SCA_DelaySensor-module.html0000644000000000000000000001161311174457206014654 0ustar rootroot SCA_DelaySensor
Module SCA_DelaySensor

Module SCA_DelaySensor

Classes
  SCA_DelaySensor
The Delay sensor generates positive and negative triggers at precise time, expressed in number of frames.
Variables
  __package__ = None
SCA_DelaySensor.SCA_DelaySensor-class.html0000644000000000000000000007164711174457207017427 0ustar rootroot SCA_DelaySensor.SCA_DelaySensor
Module SCA_DelaySensor :: Class SCA_DelaySensor

Class SCA_DelaySensor

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
            SCA_ISensor.SCA_ISensor --+
                                      |
                                     SCA_DelaySensor

The Delay sensor generates positive and negative triggers at precise time, expressed in number of frames. The delay parameter defines the length of the initial OFF period. A positive trigger is generated at the end of this period. The duration parameter defines the length of the ON period following the OFF period. There is a negative trigger at the end of the ON period. If duration is 0, the sensor stays ON and there is no negative trigger. The sensor runs the OFF-ON cycle once unless the repeat option is set: the OFF-ON cycle repeats indefinately (or the OFF cycle if duration is 0). Use SCA_ISensor::reset() at any time to restart sensor.

Properties:

Instance Methods
 
setDelay(delay)
DEPRECATED: use the delay property Set the initial delay before the positive trigger.
 
setDuration(duration)
DEPRECATED: use the duration property Set the duration of the ON pulse after initial delay and the generation of the positive trigger.
 
setRepeat(repeat)
DEPRECATED: use the repeat property Set if the sensor repeat mode.
integer
getDelay()
DEPRECATED: use the delay property Return the delay parameter value.
integer
getDuration()
DEPRECATED: use the duration property Return the duration parameter value
KX_TRUE or KX_FALSE
getRepeat()
DEPRECATED: use the repeat property Return the repeat parameter value
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
integer
getFrequency()
The frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
 
getInvert()
True if this sensor activates on negative events. (Inherited from SCA_ISensor.SCA_ISensor)
boolean
getLevel()
Returns whether this sensor is a level detector or a edge detector. (Inherited from SCA_ISensor.SCA_ISensor)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
getUseNegPulseMode()
True if the sensor is in negative pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
getUsePosPulseMode()
True if the sensor is in positive pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
isPositive()
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
 
isTriggered()
True if this sensor brick has triggered the current controller. (Inherited from SCA_ISensor.SCA_ISensor)
 
reset()
Reset sensor internal state, effect depends on the type of sensor and settings. (Inherited from SCA_ISensor.SCA_ISensor)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setFrequency(freq)
Sets the frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
 
setInvert(invert)
Sets if this sensor activates on positive or negative events. (Inherited from SCA_ISensor.SCA_ISensor)
 
setLevel(level)
Set whether to detect level or edge transition when entering a state. (Inherited from SCA_ISensor.SCA_ISensor)
 
setUseNegPulseMode(pulse)
Sets negative pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
setUsePosPulseMode(pulse)
Sets positive pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
Instance Variables
integer. delay
length of the initial OFF period as number of frame, 0 for immediate trigger.
integer duration
length of the ON period in number of frame after the initial OFF period.
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
int frequency
The frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
boolean invert
Flag to set if this sensor activates on positive or negative events. (Inherited from SCA_ISensor.SCA_ISensor)
boolean level
Flag to set whether to detect level or edge transition when entering a state. (Inherited from SCA_ISensor.SCA_ISensor)
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
boolean positive
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
integer repeat
1 if the OFF-ON cycle should be repeated indefinately, 0 if it should run once.
boolean triggered
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
boolean useNegPulseMode
Flag to turn negative pulse mode on and off. (Inherited from SCA_ISensor.SCA_ISensor)
boolean usePosPulseMode
Flag to turn positive pulse mode on and off. (Inherited from SCA_ISensor.SCA_ISensor)
Method Details

setDelay(delay)

 

DEPRECATED: use the delay property Set the initial delay before the positive trigger.

Parameters:
  • delay (integer) - length of the initial OFF period as number of frame, 0 for immediate trigger

setDuration(duration)

 

DEPRECATED: use the duration property Set the duration of the ON pulse after initial delay and the generation of the positive trigger. If duration is greater than 0, a negative trigger is sent at the end of the ON pulse.

Parameters:
  • duration (integer) - length of the ON period in number of frame after the initial OFF period

setRepeat(repeat)

 

DEPRECATED: use the repeat property Set if the sensor repeat mode.

Parameters:
  • repeat (integer) - 1 if the OFF-ON cycle should be repeated indefinately, 0 if it should run once.

Instance Variable Details

duration

length of the ON period in number of frame after the initial OFF period. If duration is greater than 0, a negative trigger is sent at the end of the ON pulse.
Type:
integer

SCA_IActuator-module.html0000644000000000000000000001146611174457206014325 0ustar rootroot SCA_IActuator
Module SCA_IActuator

Module SCA_IActuator

Classes
  SCA_IActuator
Base class for all actuator logic bricks.
Variables
  __package__ = None
SCA_IActuator.SCA_IActuator-class.html0000644000000000000000000002471411174457207016526 0ustar rootroot SCA_IActuator.SCA_IActuator
Module SCA_IActuator :: Class SCA_IActuator

Class SCA_IActuator

SCA_ILogicBrick.SCA_ILogicBrick --+
                                  |
                                 SCA_IActuator
Known Subclasses:

Base class for all actuator logic bricks.

Instance Methods
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
SCA_IController-module.html0000644000000000000000000001150411174457206014657 0ustar rootroot SCA_IController
Module SCA_IController

Module SCA_IController

Classes
  SCA_IController
Base class for all controller logic bricks.
Variables
  __package__ = None
SCA_IController.SCA_IController-class.html0000644000000000000000000002136311174457207017425 0ustar rootroot SCA_IController.SCA_IController
Module SCA_IController :: Class SCA_IController

Class SCA_IController

SCA_ILogicBrick.SCA_ILogicBrick --+
                                  |
                                 SCA_IController
Known Subclasses:

Base class for all controller logic bricks.

Instance Methods
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
SCA_ILogicBrick-module.html0000644000000000000000000001147111174457206014547 0ustar rootroot SCA_ILogicBrick
Module SCA_ILogicBrick

Module SCA_ILogicBrick

Classes
  SCA_ILogicBrick
Base class for all logic bricks.
Variables
  __package__ = None
SCA_ILogicBrick.SCA_ILogicBrick-class.html0000644000000000000000000002416011174457207017175 0ustar rootroot SCA_ILogicBrick.SCA_ILogicBrick
Module SCA_ILogicBrick :: Class SCA_ILogicBrick

Class SCA_ILogicBrick

Known Subclasses:

Base class for all logic bricks.

Instance Methods
integer
getExecutePriority()
Gets the execution priority of this logic brick.
KX_GameObject
getOwner()
Gets the game object associated with this logic brick.
 
setExecutePriority(priority)
Sets the priority of this logic brick.
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first).
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only).
Method Details

getExecutePriority()

 

Gets the execution priority of this logic brick.

Deprecated: Use the "executePriority" property instead.

Returns: integer
this logic bricks current priority.

getOwner()

 

Gets the game object associated with this logic brick.

Deprecated: Use the "owner" property instead.

Returns: KX_GameObject

setExecutePriority(priority)

 

Sets the priority of this logic brick.

This determines the order controllers are evaluated, and actuators are activated. Bricks with lower priority will be executed first.

Deprecated: Use the "executePriority" property instead.

Parameters:
  • priority (integer) - the priority of this logic brick.

SCA_ISensor-module.html0000644000000000000000000001145011174457206014005 0ustar rootroot SCA_ISensor
Module SCA_ISensor

Module SCA_ISensor

Classes
  SCA_ISensor
Base class for all sensor logic bricks.
Variables
  __package__ = None
SCA_ISensor.SCA_ISensor-class.html0000644000000000000000000006550111174457207015703 0ustar rootroot SCA_ISensor.SCA_ISensor
Module SCA_ISensor :: Class SCA_ISensor

Class SCA_ISensor

SCA_ILogicBrick.SCA_ILogicBrick --+
                                  |
                                 SCA_ISensor
Known Subclasses:

Base class for all sensor logic bricks.

Instance Methods
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
integer
getFrequency()
The frequency for pulse mode sensors.
 
getInvert()
True if this sensor activates on negative events.
boolean
getLevel()
Returns whether this sensor is a level detector or a edge detector.
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
getUseNegPulseMode()
True if the sensor is in negative pulse mode.
 
getUsePosPulseMode()
True if the sensor is in positive pulse mode.
 
isPositive()
True if this sensor brick is in a positive state.
 
isTriggered()
True if this sensor brick has triggered the current controller.
 
reset()
Reset sensor internal state, effect depends on the type of sensor and settings.
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setFrequency(freq)
Sets the frequency for pulse mode sensors.
 
setInvert(invert)
Sets if this sensor activates on positive or negative events.
 
setLevel(level)
Set whether to detect level or edge transition when entering a state.
 
setUseNegPulseMode(pulse)
Sets negative pulse mode.
 
setUsePosPulseMode(pulse)
Sets positive pulse mode.
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
int frequency
The frequency for pulse mode sensors.
boolean invert
Flag to set if this sensor activates on positive or negative events.
boolean level
Flag to set whether to detect level or edge transition when entering a state.
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
boolean positive
True if this sensor brick is in a positive state.
boolean triggered
True if this sensor brick is in a positive state.
boolean useNegPulseMode
Flag to turn negative pulse mode on and off.
boolean usePosPulseMode
Flag to turn positive pulse mode on and off.
Method Details

getFrequency()

 

The frequency for pulse mode sensors.

Returns: integer
the pulse frequency in 1/50 sec.

getLevel()

 

Returns whether this sensor is a level detector or a edge detector. It makes a difference only in case of logic state transition (state actuator). A level detector will immediately generate a pulse, negative or positive depending on the sensor condition, as soon as the state is activated. A edge detector will wait for a state change before generating a pulse.

Returns: boolean
true if sensor is level sensitive, false if it is edge sensitive

reset()

 

Reset sensor internal state, effect depends on the type of sensor and settings.

The sensor is put in its initial state as if it was just activated.

setFrequency(freq)

 

Sets the frequency for pulse mode sensors.

Parameters:
  • freq (integer)
Returns:
the pulse frequency in 1/50 sec.

setInvert(invert)

 

Sets if this sensor activates on positive or negative events.

Parameters:
  • invert (boolean) - true if activates on negative events; false if activates on positive events.

setLevel(level)

 

Set whether to detect level or edge transition when entering a state.

Parameters:
  • level (boolean) - Detect level instead of edge? (KX_TRUE, KX_FALSE)

setUseNegPulseMode(pulse)

 

Sets negative pulse mode.

Parameters:
  • pulse (boolean) - If True, will activate negative pulse mode for this sensor.

setUsePosPulseMode(pulse)

 

Sets positive pulse mode.

Parameters:
  • pulse (boolean) - If True, will activate positive pulse mode for this sensor.

Instance Variable Details

level

Flag to set whether to detect level or edge transition when entering a state. It makes a difference only in case of logic state transition (state actuator). A level detector will immediately generate a pulse, negative or positive depending on the sensor condition, as soon as the state is activated. A edge detector will wait for a state change before generating a pulse.
Type:
boolean

positive

True if this sensor brick is in a positive state. (Read only)
Type:
boolean

triggered

True if this sensor brick is in a positive state. (Read only)
Type:
boolean

SCA_JoystickSensor-module.html0000644000000000000000000001152611174457206015420 0ustar rootroot SCA_JoystickSensor
Module SCA_JoystickSensor

Module SCA_JoystickSensor

Classes
  SCA_JoystickSensor
This sensor detects player joystick events.
Variables
  __package__ = None
SCA_JoystickSensor.SCA_JoystickSensor-class.html0000644000000000000000000015106511174457207020722 0ustar rootroot SCA_JoystickSensor.SCA_JoystickSensor
Module SCA_JoystickSensor :: Class SCA_JoystickSensor

Class SCA_JoystickSensor

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
            SCA_ISensor.SCA_ISensor --+
                                      |
                                     SCA_JoystickSensor

This sensor detects player joystick events.

Properties:

Instance Methods
list
getButtonActiveList()
Returns a list containing the indicies of the currently pressed buttons.
bool
getButtonStatus(buttonIndex)
Returns a bool of the current pressed state of the specified button.
integer
getIndex()
DEPRECATED: use the 'index' property.
 
setIndex(index)
DEPRECATED: use the 'index' property.
list
getAxis()
DEPRECATED: use the 'axis' property.
 
setAxis(axisIndex, axisDirection)
DEPRECATED: use the 'axis' property.
list
getAxisValue()
DEPRECATED: use the 'axisPosition' property.
integer
getThreshold()
DEPRECATED: use the 'threshold' property.
 
setThreshold(threshold)
DEPRECATED: use the 'threshold' property.
integer
getButton()
DEPRECATED: use the 'button' property.
 
setButton(index)
DEPRECATED: use the 'button' property.
list
getButtonValue()
DEPRECATED: use the 'getButtonActiveList' method.
list
getHat()
DEPRECATED: use the 'hat' property.
 
setHat(index, direction)
DEPRECATED: use the 'hat' property.
integer
getNumAxes()
DEPRECATED: use the 'numAxis' property.
integer
getNumButtons()
DEPRECATED: use the 'numButtons' property.
integer
getNumHats()
DEPRECATED: use the 'numHats' property.
bool
isConnected()
DEPRECATED: use the 'connected' property.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
integer
getFrequency()
The frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
 
getInvert()
True if this sensor activates on negative events. (Inherited from SCA_ISensor.SCA_ISensor)
boolean
getLevel()
Returns whether this sensor is a level detector or a edge detector. (Inherited from SCA_ISensor.SCA_ISensor)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
getUseNegPulseMode()
True if the sensor is in negative pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
getUsePosPulseMode()
True if the sensor is in positive pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
isPositive()
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
 
isTriggered()
True if this sensor brick has triggered the current controller. (Inherited from SCA_ISensor.SCA_ISensor)
 
reset()
Reset sensor internal state, effect depends on the type of sensor and settings. (Inherited from SCA_ISensor.SCA_ISensor)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setFrequency(freq)
Sets the frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
 
setInvert(invert)
Sets if this sensor activates on positive or negative events. (Inherited from SCA_ISensor.SCA_ISensor)
 
setLevel(level)
Set whether to detect level or edge transition when entering a state. (Inherited from SCA_ISensor.SCA_ISensor)
 
setUseNegPulseMode(pulse)
Sets negative pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
setUsePosPulseMode(pulse)
Sets positive pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
Instance Variables
[integer, integer] axis
The axis this sensor reacts to, as a list of two values [axisIndex, axisDirection] axisIndex: the axis index to use when detecting axis movement, 1=primary directional control, 2=secondary directional control.
int axisSingle
(read-only) like axisValues but returns a single axis value that is set by the sensor.
list of ints axisValues
(read-only) The state of the joysticks axis as a list of values numAxis long.
integer button
The button index the sensor reacts to (first button = 0).
boolean connected
(read-only) True if a joystick is connected at this joysticks index.
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
int frequency
The frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
[integer, integer] hat
The hat the sensor reacts to, as a list of two values: [hatIndex, hatDirection] hatIndex: the hat index to use when detecting hat movement, 1=primary hat, 2=secondary hat.
integer index
The joystick index to use (from 0 to 7).
boolean invert
Flag to set if this sensor activates on positive or negative events. (Inherited from SCA_ISensor.SCA_ISensor)
boolean level
Flag to set whether to detect level or edge transition when entering a state. (Inherited from SCA_ISensor.SCA_ISensor)
integer numAxis
(read-only) The number of axes for the joystick at this index.
integer numButtons
(read-only) The number of buttons for the joystick at this index.
integer numHats
(read-only) The number of hats for the joystick at this index.
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
boolean positive
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
integer threshold
Axis threshold.
boolean triggered
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
boolean useNegPulseMode
Flag to turn negative pulse mode on and off. (Inherited from SCA_ISensor.SCA_ISensor)
boolean usePosPulseMode
Flag to turn positive pulse mode on and off. (Inherited from SCA_ISensor.SCA_ISensor)
Method Details

getButtonStatus(buttonIndex)

 

Returns a bool of the current pressed state of the specified button.

Parameters:
  • buttonIndex (integer) - the button index, 0=first button
Returns: bool

getIndex()

 

DEPRECATED: use the 'index' property. Returns the joystick index to use (from 1 to 8).

Returns: integer

setIndex(index)

 

DEPRECATED: use the 'index' property. Sets the joystick index to use.

Parameters:
  • index (integer) - The index of this joystick sensor, Clamped between 1 and 8.

Note: This is only useful when you have more then 1 joystick connected to your computer - multiplayer games.

getAxis()

 

DEPRECATED: use the 'axis' property. Returns the current axis this sensor reacts to. See getAxisValue() for the current axis state.

Returns: list
2 values returned are [axisIndex, axisDirection] - see setAxis() for their purpose.

Note: When the "All Events" toggle is set, this option has no effect.

setAxis(axisIndex, axisDirection)

 

DEPRECATED: use the 'axis' property.

Parameters:
  • axisIndex (integer from 1 to 2) - Set the axis index to use when detecting axis movement.
  • axisDirection (integer from 0 to 3) - Set the axis direction used for detecting motion. 0:right, 1:up, 2:left, 3:down.

Note: When the "All Events" toggle is set, this option has no effect.

getAxisValue()

 

DEPRECATED: use the 'axisPosition' property. Returns the state of the joysticks axis. See differs to getAxis() returning the current state of the joystick.

Returns: list
4 values, each spesifying the value of an axis between -32767 and 32767 depending on how far the axis is pushed, 0 for nothing.

The first 2 values are used by most joysticks and gamepads for directional control. 3rd and 4th values are only on some joysticks and can be used for arbitary controls.

left:[-32767, 0, ...], right:[32767, 0, ...], up:[0, -32767, ...], down:[0, 32767, ...]

Note: Some gamepads only set the axis on and off like a button.

getThreshold()

 

DEPRECATED: use the 'threshold' property. Get the axis threshold. See setThreshold() for details.

Returns: integer

setThreshold(threshold)

 

DEPRECATED: use the 'threshold' property. Set the axis threshold.

Parameters:
  • threshold (integer) - Joystick axis motion below this threshold wont trigger an event. Use values between (0 and 32767), lower values are more sensitive.

getButton()

 

DEPRECATED: use the 'button' property. Returns the button index the sensor reacts to. See getButtonValue() for a list of pressed buttons.

Returns: integer

Note: When the "All Events" toggle is set, this option has no effect.

setButton(index)

 

DEPRECATED: use the 'button' property. Sets the button index the sensor reacts to when the "All Events" option is not set.

Note: When the "All Events" toggle is set, this option has no effect.

getButtonValue()

 

DEPRECATED: use the 'getButtonActiveList' method. Returns a list containing the indicies of the currently pressed buttons.

Returns: list

getHat()

 

DEPRECATED: use the 'hat' property. Returns the current hat direction this sensor is set to. [hatNumber, hatDirection].

Returns: list

Note: When the "All Events" toggle is set, this option has no effect.

setHat(index, direction)

 

DEPRECATED: use the 'hat' property. Sets the hat index the sensor reacts to when the "All Events" option is not set.

Parameters:
  • index (integer)

getNumAxes()

 

DEPRECATED: use the 'numAxis' property. Returns the number of axes for the joystick at this index.

Returns: integer

getNumButtons()

 

DEPRECATED: use the 'numButtons' property. Returns the number of buttons for the joystick at this index.

Returns: integer

getNumHats()

 

DEPRECATED: use the 'numHats' property. Returns the number of hats for the joystick at this index.

Returns: integer

isConnected()

 

DEPRECATED: use the 'connected' property. Returns True if a joystick is detected at this joysticks index.

Returns: bool

Instance Variable Details

axis

The axis this sensor reacts to, as a list of two values [axisIndex, axisDirection] axisIndex: the axis index to use when detecting axis movement, 1=primary directional control, 2=secondary directional control. axisDirection: 0=right, 1=up, 2=left, 3=down
Type:
[integer, integer]

axisSingle

(read-only) like axisValues but returns a single axis value that is set by the sensor. Only use this for "Single Axis" type sensors otherwise it will raise an error.
Type:
int

axisValues

(read-only) The state of the joysticks axis as a list of values numAxis long. each spesifying the value of an axis between -32767 and 32767 depending on how far the axis is pushed, 0 for nothing. The first 2 values are used by most joysticks and gamepads for directional control. 3rd and 4th values are only on some joysticks and can be used for arbitary controls. left:[-32767, 0, ...], right:[32767, 0, ...], up:[0, -32767, ...], down:[0, 32767, ...]
Type:
list of ints

button

The button index the sensor reacts to (first button = 0). When the "All Events" toggle is set, this option has no effect.
Type:
integer

hat

The hat the sensor reacts to, as a list of two values: [hatIndex, hatDirection] hatIndex: the hat index to use when detecting hat movement, 1=primary hat, 2=secondary hat. hatDirection: 0-11
Type:
[integer, integer]

index

The joystick index to use (from 0 to 7). The first joystick is always 0.
Type:
integer

threshold

Axis threshold. Joystick axis motion below this threshold wont trigger an event. Use values between (0 and 32767), lower values are more sensitive.
Type:
integer

SCA_KeyboardSensor-module.html0000644000000000000000000001153011174457206015354 0ustar rootroot SCA_KeyboardSensor
Module SCA_KeyboardSensor

Module SCA_KeyboardSensor

Classes
  SCA_KeyboardSensor
A keyboard sensor detects player key presses.
Variables
  __package__ = None
SCA_KeyboardSensor.SCA_KeyboardSensor-class.html0000644000000000000000000011250711174457207020622 0ustar rootroot SCA_KeyboardSensor.SCA_KeyboardSensor
Module SCA_KeyboardSensor :: Class SCA_KeyboardSensor

Class SCA_KeyboardSensor

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
            SCA_ISensor.SCA_ISensor --+
                                      |
                                     SCA_KeyboardSensor

A keyboard sensor detects player key presses.

See module GameKeys for keycode values.

Instance Methods
key state GameLogic members (KX_INPUT_NONE, KX_INPUT_JUST_ACTIVATED, KX_INPUT_ACTIVE, KX_INPUT_JUST_RELEASED)
getKeyStatus(keycode)
Get the status of a key.
keycode from GameKeys module
getKey()
Returns the key code this sensor is looking for.
 
setKey(keycode)
Set the key this sensor should listen for.
keycode from GameKeys module
getHold1()
Returns the key code for the first modifier this sensor is looking for.
 
setHold1(keycode)
Sets the key code for the first modifier this sensor should look for.
keycode from GameKeys module
getHold2()
Returns the key code for the second modifier this sensor is looking for.
 
setHold2(keycode)
Sets the key code for the second modifier this sensor should look for.
list of key status. [[keycode, status]]
getPressedKeys()
Get a list of keys that have either been pressed, or just released this frame.
list of key status. [[keycode, status]]
getCurrentlyPressedKeys()
Get a list of currently pressed keys that have either been pressed, or just released
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
integer
getFrequency()
The frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
 
getInvert()
True if this sensor activates on negative events. (Inherited from SCA_ISensor.SCA_ISensor)
boolean
getLevel()
Returns whether this sensor is a level detector or a edge detector. (Inherited from SCA_ISensor.SCA_ISensor)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
getUseNegPulseMode()
True if the sensor is in negative pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
getUsePosPulseMode()
True if the sensor is in positive pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
isPositive()
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
 
isTriggered()
True if this sensor brick has triggered the current controller. (Inherited from SCA_ISensor.SCA_ISensor)
 
reset()
Reset sensor internal state, effect depends on the type of sensor and settings. (Inherited from SCA_ISensor.SCA_ISensor)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setFrequency(freq)
Sets the frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
 
setInvert(invert)
Sets if this sensor activates on positive or negative events. (Inherited from SCA_ISensor.SCA_ISensor)
 
setLevel(level)
Set whether to detect level or edge transition when entering a state. (Inherited from SCA_ISensor.SCA_ISensor)
 
setUseNegPulseMode(pulse)
Sets negative pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
setUsePosPulseMode(pulse)
Sets positive pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
Instance Variables
list [[keycode, status], ...] events
a list of pressed keys that have either been pressed, or just released, or are active this frame.
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
int frequency
The frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
keycode from GameKeys module hold1
The key code for the first modifier this sensor is looking for.
keycode from GameKeys module hold2
The key code for the second modifier this sensor is looking for.
boolean invert
Flag to set if this sensor activates on positive or negative events. (Inherited from SCA_ISensor.SCA_ISensor)
keycode from GameKeys module key
The key code this sensor is looking for.
boolean level
Flag to set whether to detect level or edge transition when entering a state. (Inherited from SCA_ISensor.SCA_ISensor)
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
boolean positive
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
string targetProperty
The name of the property that receives keystrokes in case in case a string is logged.
string toggleProperty
The name of the property that indicates whether or not to log keystrokes as a string.
boolean triggered
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
boolean useAllKeys
Flag to determine whether or not to accept all keys.
boolean useNegPulseMode
Flag to turn negative pulse mode on and off. (Inherited from SCA_ISensor.SCA_ISensor)
boolean usePosPulseMode
Flag to turn positive pulse mode on and off. (Inherited from SCA_ISensor.SCA_ISensor)
Method Details

getKeyStatus(keycode)

 

Get the status of a key.

Parameters:
  • keycode (integer) - The code that represents the key you want to get the state of
Returns: key state GameLogic members (KX_INPUT_NONE, KX_INPUT_JUST_ACTIVATED, KX_INPUT_ACTIVE, KX_INPUT_JUST_RELEASED)
The state of the given key

getKey()

 

Returns the key code this sensor is looking for.

DEPRECATED: Use the "key" property instead.

Returns: keycode from GameKeys module

setKey(keycode)

 

Set the key this sensor should listen for.

DEPRECATED: Use the "key" property instead.

Parameters:
  • keycode (keycode from GameKeys module)

getHold1()

 

Returns the key code for the first modifier this sensor is looking for.

DEPRECATED: Use the "hold1" property instead.

Returns: keycode from GameKeys module

setHold1(keycode)

 

Sets the key code for the first modifier this sensor should look for.

DEPRECATED: Use the "hold1" property instead.

Parameters:
  • keycode (keycode from GameKeys module)

getHold2()

 

Returns the key code for the second modifier this sensor is looking for.

DEPRECATED: Use the "hold2" property instead.

Returns: keycode from GameKeys module

setHold2(keycode)

 

Sets the key code for the second modifier this sensor should look for.

DEPRECATED: Use the "hold2" property instead.

Parameters:
  • keycode (keycode from GameKeys module)

getPressedKeys()

 

Get a list of keys that have either been pressed, or just released this frame.

DEPRECATED: Use "events" instead.

Returns: list of key status. [[keycode, status]]

getCurrentlyPressedKeys()

 

Get a list of currently pressed keys that have either been pressed, or just released

DEPRECATED: Use "events" instead.

Returns: list of key status. [[keycode, status]]

Instance Variable Details

events

a list of pressed keys that have either been pressed, or just released, or are active this frame. (read only).
Type:
list [[keycode, status], ...]

SCA_MouseSensor-module.html0000644000000000000000000001146211174457206014710 0ustar rootroot SCA_MouseSensor
Module SCA_MouseSensor

Module SCA_MouseSensor

Classes
  SCA_MouseSensor
Mouse Sensor logic brick.
Variables
  __package__ = None
SCA_MouseSensor.SCA_MouseSensor-class.html0000644000000000000000000006240711174457207017505 0ustar rootroot SCA_MouseSensor.SCA_MouseSensor
Module SCA_MouseSensor :: Class SCA_MouseSensor

Class SCA_MouseSensor

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
            SCA_ISensor.SCA_ISensor --+
                                      |
                                     SCA_MouseSensor
Known Subclasses:

Mouse Sensor logic brick.

Properties:

Instance Methods
integer
getXPosition()
DEPRECATED: use the position property Gets the x coordinate of the mouse.
integer
getYPosition()
DEPRECATED: use the position property Gets the y coordinate of the mouse.
integer
getButtonStatus(button)
Get the mouse button status.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
integer
getFrequency()
The frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
 
getInvert()
True if this sensor activates on negative events. (Inherited from SCA_ISensor.SCA_ISensor)
boolean
getLevel()
Returns whether this sensor is a level detector or a edge detector. (Inherited from SCA_ISensor.SCA_ISensor)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
getUseNegPulseMode()
True if the sensor is in negative pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
getUsePosPulseMode()
True if the sensor is in positive pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
isPositive()
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
 
isTriggered()
True if this sensor brick has triggered the current controller. (Inherited from SCA_ISensor.SCA_ISensor)
 
reset()
Reset sensor internal state, effect depends on the type of sensor and settings. (Inherited from SCA_ISensor.SCA_ISensor)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setFrequency(freq)
Sets the frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
 
setInvert(invert)
Sets if this sensor activates on positive or negative events. (Inherited from SCA_ISensor.SCA_ISensor)
 
setLevel(level)
Set whether to detect level or edge transition when entering a state. (Inherited from SCA_ISensor.SCA_ISensor)
 
setUseNegPulseMode(pulse)
Sets negative pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
setUsePosPulseMode(pulse)
Sets positive pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
int frequency
The frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
boolean invert
Flag to set if this sensor activates on positive or negative events. (Inherited from SCA_ISensor.SCA_ISensor)
boolean level
Flag to set whether to detect level or edge transition when entering a state. (Inherited from SCA_ISensor.SCA_ISensor)
integer mode
sensor mode: 1=KX_MOUSESENSORMODE_LEFTBUTTON 2=KX_MOUSESENSORMODE_MIDDLEBUTTON 3=KX_MOUSESENSORMODE_RIGHTBUTTON 4=KX_MOUSESENSORMODE_WHEELUP 5=KX_MOUSESENSORMODE_WHEELDOWN 9=KX_MOUSESENSORMODE_MOVEMENT
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
[integer,interger] position
current [x,y] coordinates of the mouse, in frame coordinates (pixels)
boolean positive
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
boolean triggered
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
boolean useNegPulseMode
Flag to turn negative pulse mode on and off. (Inherited from SCA_ISensor.SCA_ISensor)
boolean usePosPulseMode
Flag to turn positive pulse mode on and off. (Inherited from SCA_ISensor.SCA_ISensor)
Method Details

getXPosition()

 

DEPRECATED: use the position property Gets the x coordinate of the mouse.

Returns: integer
the current x coordinate of the mouse, in frame coordinates (pixels)

getYPosition()

 

DEPRECATED: use the position property Gets the y coordinate of the mouse.

Returns: integer
the current y coordinate of the mouse, in frame coordinates (pixels).

getButtonStatus(button)

 

Get the mouse button status.

Parameters:
  • button (int) - value in GameLogic members KX_MOUSE_BUT_LEFT, KX_MOUSE_BUT_MIDDLE, KX_MOUSE_BUT_RIGHT
Returns: integer
value in GameLogic members KX_INPUT_NONE, KX_INPUT_NONE, KX_INPUT_JUST_ACTIVATED, KX_INPUT_ACTIVE, KX_INPUT_JUST_RELEASED

SCA_NANDController-module.html0000644000000000000000000001157011174457206015212 0ustar rootroot SCA_NANDController
Module SCA_NANDController

Module SCA_NANDController

Classes
  SCA_NANDController
An NAND controller activates when all linked sensors are not active.
Variables
  __package__ = None
SCA_NANDController.SCA_NANDController-class.html0000644000000000000000000002024711174457207020305 0ustar rootroot SCA_NANDController.SCA_NANDController
Module SCA_NANDController :: Class SCA_NANDController

Class SCA_NANDController

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
    SCA_IController.SCA_IController --+
                                      |
                                     SCA_NANDController

An NAND controller activates when all linked sensors are not active.

There are no special python methods for this controller.

Instance Methods
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
SCA_NORController-module.html0000644000000000000000000001157011174457206015130 0ustar rootroot SCA_NORController
Module SCA_NORController

Module SCA_NORController

Classes
  SCA_NORController
An NOR controller activates only when all linked sensors are de-activated.
Variables
  __package__ = None
SCA_NORController.SCA_NORController-class.html0000644000000000000000000002024611174457207020140 0ustar rootroot SCA_NORController.SCA_NORController
Module SCA_NORController :: Class SCA_NORController

Class SCA_NORController

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
    SCA_IController.SCA_IController --+
                                      |
                                     SCA_NORController

An NOR controller activates only when all linked sensors are de-activated.

There are no special python methods for this controller.

Instance Methods
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
SCA_ORController-module.html0000644000000000000000000001153611174457206015014 0ustar rootroot SCA_ORController
Module SCA_ORController

Module SCA_ORController

Classes
  SCA_ORController
An OR controller activates when any connected sensor activates.
Variables
  __package__ = None
SCA_ORController.SCA_ORController-class.html0000644000000000000000000002022111174457207017675 0ustar rootroot SCA_ORController.SCA_ORController
Module SCA_ORController :: Class SCA_ORController

Class SCA_ORController

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
    SCA_IController.SCA_IController --+
                                      |
                                     SCA_ORController

An OR controller activates when any connected sensor activates.

There are no special python methods for this controller.

Instance Methods
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
SCA_PropertyActuator-module.html0000644000000000000000000001151011174457206015747 0ustar rootroot SCA_PropertyActuator
Module SCA_PropertyActuator

Module SCA_PropertyActuator

Classes
  SCA_PropertyActuator
Property Actuator
Variables
  __package__ = None
SCA_PropertyActuator.SCA_PropertyActuator-class.html0000644000000000000000000003224611174457210021607 0ustar rootroot SCA_PropertyActuator.SCA_PropertyActuator
Module SCA_PropertyActuator :: Class SCA_PropertyActuator

Class SCA_PropertyActuator

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
        SCA_IActuator.SCA_IActuator --+
                                      |
                                     SCA_PropertyActuator

Property Actuator

Properties:

Instance Methods
 
setProperty(prop)
DEPRECATED: use the 'property' property Set the property on which to operate.
string
getProperty()
DEPRECATED: use the 'property' property Returns the name of the property on which to operate.
 
setValue(value)
DEPRECATED: use the 'value' property Set the value with which the actuator operates.
string
getValue()
DEPRECATED: use the 'value' property Gets the value with which this actuator operates.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
string property
the property on which to operate.
string value
the value with which the actuator operates.
Method Details

setProperty(prop)

 

DEPRECATED: use the 'property' property Set the property on which to operate.

If there is no property of this name, the call is ignored.

Parameters:
  • prop (string) - The name of the property to set.

setValue(value)

 

DEPRECATED: use the 'value' property Set the value with which the actuator operates.

If the value is not compatible with the type of the property, the subsequent action is ignored.

Parameters:
  • value (string)

SCA_PropertySensor-module.html0000644000000000000000000001153311174457206015443 0ustar rootroot SCA_PropertySensor
Module SCA_PropertySensor

Module SCA_PropertySensor

Classes
  SCA_PropertySensor
Activates when the game object property matches.
Variables
  __package__ = None
SCA_PropertySensor.SCA_PropertySensor-class.html0000644000000000000000000007300311174457210020761 0ustar rootroot SCA_PropertySensor.SCA_PropertySensor
Module SCA_PropertySensor :: Class SCA_PropertySensor

Class SCA_PropertySensor

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
            SCA_ISensor.SCA_ISensor --+
                                      |
                                     SCA_PropertySensor

Activates when the game object property matches.

Properties:

Instance Methods
 
getType()
DEPRECATED: use the type property Gets when to activate this sensor.
 
setType(checktype)
DEPRECATED: use the type property Set the type of check to perform.
string
getProperty()
DEPRECATED: use the property property Return the property with which the sensor operates.
 
setProperty(name)
DEPRECATED: use the property property Sets the property with which to operate.
string
getValue()
DEPRECATED: use the value property Return the value with which the sensor compares to the value of the property.
 
setValue(value)
DEPRECATED: use the value property Set the value with which the sensor operates.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
integer
getFrequency()
The frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
 
getInvert()
True if this sensor activates on negative events. (Inherited from SCA_ISensor.SCA_ISensor)
boolean
getLevel()
Returns whether this sensor is a level detector or a edge detector. (Inherited from SCA_ISensor.SCA_ISensor)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
getUseNegPulseMode()
True if the sensor is in negative pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
getUsePosPulseMode()
True if the sensor is in positive pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
isPositive()
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
 
isTriggered()
True if this sensor brick has triggered the current controller. (Inherited from SCA_ISensor.SCA_ISensor)
 
reset()
Reset sensor internal state, effect depends on the type of sensor and settings. (Inherited from SCA_ISensor.SCA_ISensor)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setFrequency(freq)
Sets the frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
 
setInvert(invert)
Sets if this sensor activates on positive or negative events. (Inherited from SCA_ISensor.SCA_ISensor)
 
setLevel(level)
Set whether to detect level or edge transition when entering a state. (Inherited from SCA_ISensor.SCA_ISensor)
 
setUseNegPulseMode(pulse)
Sets negative pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
setUsePosPulseMode(pulse)
Sets positive pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
int frequency
The frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
boolean invert
Flag to set if this sensor activates on positive or negative events. (Inherited from SCA_ISensor.SCA_ISensor)
boolean level
Flag to set whether to detect level or edge transition when entering a state. (Inherited from SCA_ISensor.SCA_ISensor)
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
boolean positive
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
string property
the property with which the sensor operates.
boolean triggered
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
integer type
type of check on the property: KX_PROPSENSOR_EQUAL(1), KX_PROPSENSOR_NOTEQUAL(2), KX_PROPSENSOR_INTERVAL(3), KX_PROPSENSOR_CHANGED(4), KX_PROPSENSOR_EXPRESSION(5)
boolean useNegPulseMode
Flag to turn negative pulse mode on and off. (Inherited from SCA_ISensor.SCA_ISensor)
boolean usePosPulseMode
Flag to turn positive pulse mode on and off. (Inherited from SCA_ISensor.SCA_ISensor)
string value
the value with which the sensor compares to the value of the property.
Method Details

getType()

 

DEPRECATED: use the type property Gets when to activate this sensor.

Returns:
KX_PROPSENSOR_EQUAL, KX_PROPSENSOR_NOTEQUAL, KX_PROPSENSOR_INTERVAL, KX_PROPSENSOR_CHANGED, or KX_PROPSENSOR_EXPRESSION.

setType(checktype)

 

DEPRECATED: use the type property Set the type of check to perform.

Parameters:
  • checktype (KX_PROPSENSOR_EQUAL, KX_PROPSENSOR_NOTEQUAL, KX_PROPSENSOR_INTERVAL, KX_PROPSENSOR_CHANGED, or KX_PROPSENSOR_EXPRESSION.)

getProperty()

 

DEPRECATED: use the property property Return the property with which the sensor operates.

Returns: string
the name of the property this sensor is watching.

setProperty(name)

 

DEPRECATED: use the property property Sets the property with which to operate. If there is no property of that name, this call is ignored.

Parameters:
  • name (string.)

getValue()

 

DEPRECATED: use the value property Return the value with which the sensor compares to the value of the property.

Returns: string
the value of the property this sensor is watching.

setValue(value)

 

DEPRECATED: use the value property Set the value with which the sensor operates. If the value is not compatible with the type of the property, the subsequent action is ignored.

Parameters:
  • value (string)

SCA_PythonController-module.html0000644000000000000000000001163311174457206015753 0ustar rootroot SCA_PythonController
Module SCA_PythonController

Module SCA_PythonController

Classes
  SCA_PythonController
A Python controller uses a Python script to activate it's actuators, based on it's sensors.
Variables
  __package__ = None
SCA_PythonController.SCA_PythonController-class.html0000644000000000000000000005025711174457210021605 0ustar rootroot SCA_PythonController.SCA_PythonController
Module SCA_PythonController :: Class SCA_PythonController

Class SCA_PythonController

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
    SCA_IController.SCA_IController --+
                                      |
                                     SCA_PythonController

A Python controller uses a Python script to activate it's actuators, based on it's sensors.

Properties:

Instance Methods
 
activate(actuator)
Activates an actuator attached to this controller.
 
deactivate(actuator)
Deactivates an actuator attached to this controller.
list [SCA_ISensor]
getSensors()
Gets a list of all sensors attached to this controller.
SCA_ISensor
getSensor(name)
Gets the named linked sensor.
list [SCA_IActuator]
getActuators()
Gets a list of all actuators linked to this controller.
SCA_IActuator
getActuator(name)
Gets the named linked actuator.
string
getScript()
DEPRECATED: use the script property Gets the Python script this controller executes.
 
setScript(script)
Sets the Python script this controller executes.
int
getState()
DEPRECATED: use the state property Get the controllers state bitmask, this can be used with the GameObject's state to test if the the controller is active.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
string, read-only script
the Python script this controller executes
integer state
the controllers state bitmask.
Method Details

activate(actuator)

 

Activates an actuator attached to this controller.

Parameters:
  • actuator (actuator or the actuator name as a string)

deactivate(actuator)

 

Deactivates an actuator attached to this controller.

Parameters:
  • actuator (actuator or the actuator name as a string)

getSensor(name)

 

Gets the named linked sensor.

Parameters:
  • name (string)
Returns: SCA_ISensor

getActuator(name)

 

Gets the named linked actuator.

Parameters:
  • name (string)
Returns: SCA_IActuator

setScript(script)

 

Sets the Python script this controller executes.

Parameters:
  • script (string.)

getState()

 

DEPRECATED: use the state property Get the controllers state bitmask, this can be used with the GameObject's state to test if the the controller is active. This for instance will always be true however you could compare with a previous state to see when the state was activated. GameLogic.getCurrentController().getState() & GameLogic.getCurrentController().getOwner().getState()

Returns: int

Instance Variable Details

state

the controllers state bitmask. This can be used with the GameObject's state to test if the controller is active.
Type:
integer

SCA_RandomActuator-module.html0000644000000000000000000001147211174457206015352 0ustar rootroot SCA_RandomActuator
Module SCA_RandomActuator

Module SCA_RandomActuator

Classes
  SCA_RandomActuator
Random Actuator
Variables
  __package__ = None
SCA_RandomActuator.SCA_RandomActuator-class.html0000644000000000000000000010643411174457210020600 0ustar rootroot SCA_RandomActuator.SCA_RandomActuator
Module SCA_RandomActuator :: Class SCA_RandomActuator

Class SCA_RandomActuator

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
        SCA_IActuator.SCA_IActuator --+
                                      |
                                     SCA_RandomActuator

Random Actuator

Properties:

Instance Methods
 
setSeed(seed)
DEPRECATED: use the seed property Sets the seed of the random number generator.
integer
getSeed()
DEPRECATED: use the seed property Returns the initial seed of the generator.
float
getPara1()
DEPRECATED: use the para1 property Returns the first parameter of the active distribution.
float
getPara2()
DEPRECATED: use the para2 property Returns the second parameter of the active distribution.
distribution type
getDistribution()
DEPRECATED: use the distribution property Returns the type of random distribution.
 
setProperty(property)
DEPRECATED: use the property property Set the property to which the random value is assigned.
string
getProperty()
DEPRECATED: use the property property Returns the name of the property to set.
 
setBoolConst(value)
Sets this generator to produce a constant boolean value.
 
setBoolUniform()
Sets this generator to produce a uniform boolean distribution.
 
setBoolBernouilli(value)
Sets this generator to produce a Bernouilli distribution.
 
setIntConst(value)
Sets this generator to always produce the given value.
 
setIntUniform(lower_bound, upper_bound)
Sets this generator to produce a random value between the given lower and upper bounds (inclusive).
 
setIntPoisson(value)
Generate a Poisson-distributed number.
 
setFloatConst(value)
Always generate the given value.
 
setFloatUniform(lower_bound, upper_bound)
Generates a random float between lower_bound and upper_bound with a uniform distribution.
 
setFloatNormal(mean, standard_deviation)
Generates a random float from the given normal distribution.
 
setFloatNegativeExponential(half_life)
Generate negative-exponentially distributed numbers.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
integer, read-only distribution
distribution type: KX_RANDOMACT_BOOL_CONST, KX_RANDOMACT_BOOL_UNIFORM, KX_RANDOMACT_BOOL_BERNOUILLI, KX_RANDOMACT_INT_CONST, KX_RANDOMACT_INT_UNIFORM, KX_RANDOMACT_INT_POISSON, KX_RANDOMACT_FLOAT_CONST, KX_RANDOMACT_FLOAT_UNIFORM, KX_RANDOMACT_FLOAT_NORMAL, KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
float, read-only para1
the first parameter of the active distribution.
float, read-only para2
the second parameter of the active distribution.
string property
the name of the property to set with the random value.
integer seed
Seed of the random number generator.
Method Details

setSeed(seed)

 

DEPRECATED: use the seed property Sets the seed of the random number generator.

Equal seeds produce equal series. If the seed is 0, the generator will produce the same value on every call.

Parameters:
  • seed (integer)

getPara1()

 

DEPRECATED: use the para1 property Returns the first parameter of the active distribution.

Refer to the documentation of the generator types for the meaning of this value.

Returns: float

getPara2()

 

DEPRECATED: use the para2 property Returns the second parameter of the active distribution.

Refer to the documentation of the generator types for the meaning of this value.

Returns: float

getDistribution()

 

DEPRECATED: use the distribution property Returns the type of random distribution.

Returns: distribution type
KX_RANDOMACT_BOOL_CONST, KX_RANDOMACT_BOOL_UNIFORM, KX_RANDOMACT_BOOL_BERNOUILLI, KX_RANDOMACT_INT_CONST, KX_RANDOMACT_INT_UNIFORM, KX_RANDOMACT_INT_POISSON, KX_RANDOMACT_FLOAT_CONST, KX_RANDOMACT_FLOAT_UNIFORM, KX_RANDOMACT_FLOAT_NORMAL, KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL

setProperty(property)

 

DEPRECATED: use the property property Set the property to which the random value is assigned.

If the generator and property types do not match, the assignment is ignored.

Parameters:
  • property (string) - The name of the property to set.

setBoolConst(value)

 

Sets this generator to produce a constant boolean value.

Parameters:
  • value (boolean) - The value to return.

setBoolUniform()

 

Sets this generator to produce a uniform boolean distribution.

The generator will generate True or False with 50% chance.

setBoolBernouilli(value)

 

Sets this generator to produce a Bernouilli distribution.

Parameters:
  • value (float) - Specifies the proportion of False values to produce.
    • 0.0: Always generate True
    • 1.0: Always generate False

setIntConst(value)

 

Sets this generator to always produce the given value.

Parameters:
  • value (integer) - the value this generator produces.

setIntUniform(lower_bound, upper_bound)

 

Sets this generator to produce a random value between the given lower and upper bounds (inclusive).

Parameters:
  • lower_bound (integer)
  • upper_bound (integer)

setIntPoisson(value)

 

Generate a Poisson-distributed number.

This performs a series of Bernouilli tests with parameter value. It returns the number of tries needed to achieve succes.

Parameters:
  • value (float)

setFloatConst(value)

 

Always generate the given value.

Parameters:
  • value (float)

setFloatUniform(lower_bound, upper_bound)

 

Generates a random float between lower_bound and upper_bound with a uniform distribution.

Parameters:
  • lower_bound (float)
  • upper_bound (float)

setFloatNormal(mean, standard_deviation)

 

Generates a random float from the given normal distribution.

Parameters:
  • mean (float) - The mean (average) value of the generated numbers
  • standard_deviation (float) - The standard deviation of the generated numbers.

setFloatNegativeExponential(half_life)

 

Generate negative-exponentially distributed numbers.

The half-life 'time' is characterized by half_life.

Parameters:
  • half_life (float)

Instance Variable Details

para1

the first parameter of the active distribution. Refer to the documentation of the generator types for the meaning of this value.
Type:
float, read-only

para2

the second parameter of the active distribution. Refer to the documentation of the generator types for the meaning of this value.
Type:
float, read-only

property

the name of the property to set with the random value. If the generator and property types do not match, the assignment is ignored.
Type:
string

seed

Seed of the random number generator. Equal seeds produce equal series. If the seed is 0, the generator will produce the same value on every call.
Type:
integer

SCA_RandomSensor-module.html0000644000000000000000000001147611174457206015045 0ustar rootroot SCA_RandomSensor
Module SCA_RandomSensor

Module SCA_RandomSensor

Classes
  SCA_RandomSensor
This sensor activates randomly.
Variables
  __package__ = None
SCA_RandomSensor.SCA_RandomSensor-class.html0000644000000000000000000005741511174457210017762 0ustar rootroot SCA_RandomSensor.SCA_RandomSensor
Module SCA_RandomSensor :: Class SCA_RandomSensor

Class SCA_RandomSensor

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
            SCA_ISensor.SCA_ISensor --+
                                      |
                                     SCA_RandomSensor

This sensor activates randomly.

Instance Methods
 
setSeed(seed)
Sets the seed of the random number generator.
integer
getSeed()
Returns the initial seed of the generator.
integer
getLastDraw()
Returns the last random number generated.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
integer
getFrequency()
The frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
 
getInvert()
True if this sensor activates on negative events. (Inherited from SCA_ISensor.SCA_ISensor)
boolean
getLevel()
Returns whether this sensor is a level detector or a edge detector. (Inherited from SCA_ISensor.SCA_ISensor)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
getUseNegPulseMode()
True if the sensor is in negative pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
getUsePosPulseMode()
True if the sensor is in positive pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
isPositive()
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
 
isTriggered()
True if this sensor brick has triggered the current controller. (Inherited from SCA_ISensor.SCA_ISensor)
 
reset()
Reset sensor internal state, effect depends on the type of sensor and settings. (Inherited from SCA_ISensor.SCA_ISensor)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setFrequency(freq)
Sets the frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
 
setInvert(invert)
Sets if this sensor activates on positive or negative events. (Inherited from SCA_ISensor.SCA_ISensor)
 
setLevel(level)
Set whether to detect level or edge transition when entering a state. (Inherited from SCA_ISensor.SCA_ISensor)
 
setUseNegPulseMode(pulse)
Sets negative pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
 
setUsePosPulseMode(pulse)
Sets positive pulse mode. (Inherited from SCA_ISensor.SCA_ISensor)
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
int frequency
The frequency for pulse mode sensors. (Inherited from SCA_ISensor.SCA_ISensor)
boolean invert
Flag to set if this sensor activates on positive or negative events. (Inherited from SCA_ISensor.SCA_ISensor)
int lastDraw
The seed of the random number generator.
boolean level
Flag to set whether to detect level or edge transition when entering a state. (Inherited from SCA_ISensor.SCA_ISensor)
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
boolean positive
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
int seed
The seed of the random number generator.
boolean triggered
True if this sensor brick is in a positive state. (Inherited from SCA_ISensor.SCA_ISensor)
boolean useNegPulseMode
Flag to turn negative pulse mode on and off. (Inherited from SCA_ISensor.SCA_ISensor)
boolean usePosPulseMode
Flag to turn positive pulse mode on and off. (Inherited from SCA_ISensor.SCA_ISensor)
Method Details

setSeed(seed)

 

Sets the seed of the random number generator.

If the seed is 0, the generator will produce the same value on every call.

Parameters:
  • seed (integer.)

getSeed()

 

Returns the initial seed of the generator. Equal seeds produce equal random series.

Returns: integer

SCA_XNORController-module.html0000644000000000000000000001161511174457206015260 0ustar rootroot SCA_XNORController
Module SCA_XNORController

Module SCA_XNORController

Classes
  SCA_XNORController
An XNOR controller activates when all linked sensors are the same (activated or inative).
Variables
  __package__ = None
SCA_XNORController.SCA_XNORController-class.html0000644000000000000000000002027411174457210020413 0ustar rootroot SCA_XNORController.SCA_XNORController
Module SCA_XNORController :: Class SCA_XNORController

Class SCA_XNORController

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
    SCA_IController.SCA_IController --+
                                      |
                                     SCA_XNORController

An XNOR controller activates when all linked sensors are the same (activated or inative).

There are no special python methods for this controller.

Instance Methods
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
SCA_XORController-module.html0000644000000000000000000001161311174457206015140 0ustar rootroot SCA_XORController
Module SCA_XORController

Module SCA_XORController

Classes
  SCA_XORController
An XOR controller activates when there is the input is mixed, but not when all are on or off.
Variables
  __package__ = None
SCA_XORController.SCA_XORController-class.html0000644000000000000000000002027111174457210020154 0ustar rootroot SCA_XORController.SCA_XORController
Module SCA_XORController :: Class SCA_XORController

Class SCA_XORController

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
    SCA_IController.SCA_IController --+
                                      |
                                     SCA_XORController

An XOR controller activates when there is the input is mixed, but not when all are on or off.

There are no special python methods for this controller.

Instance Methods
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
WhatsNew-module.html0000644000000000000000000001560411174457206013502 0ustar rootroot WhatsNew
Module WhatsNew

Module WhatsNew

New Python Functionality in this Version of Blender

This document lists what has been changed in the Game Engine Python API.

Blender CVS

Blender 2.36

Blender 2.35

Blender 2.34

Variables
  __package__ = None
api-objects.txt0000644000000000000000000044001211174457210012520 0ustar rootrootBL_ActionActuator BL_ActionActuator-module.html BL_ActionActuator.__package__ BL_ActionActuator-module.html#__package__ BL_Shader BL_Shader-module.html BL_Shader.__package__ BL_Shader-module.html#__package__ BL_ShapeActionActuator BL_ShapeActionActuator-module.html BL_ShapeActionActuator.__package__ BL_ShapeActionActuator-module.html#__package__ CListValue CListValue-module.html CListValue.__package__ CListValue-module.html#__package__ GameKeys GameKeys-module.html GameKeys.EventToString GameKeys-module.html#EventToString GameKeys.EventToCharacter GameKeys-module.html#EventToCharacter GameKeys.__package__ GameKeys-module.html#__package__ GameLogic GameLogic-module.html GameLogic.setGravity GameLogic-module.html#setGravity GameLogic.stopDSP GameLogic-module.html#stopDSP GameLogic.getRandomFloat GameLogic-module.html#getRandomFloat GameLogic.getCurrentController GameLogic-module.html#getCurrentController 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Bug List



class-tree.html0000644000000000000000000004246111174457206012522 0ustar rootroot Class Hierarchy
 
[ Module Hierarchy | Class Hierarchy ]

Class Hierarchy

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API Documentation

This document contains the API (Application Programming Interface) documentation for Blender GameEngine. Documentation for the Python objects defined by the project is divided into separate pages for each package, module, and class. The API documentation also includes two pages containing information about the project as a whole: a trees page, and an index page.

Object Documentation

Each Package Documentation page contains:

  • A description of the package.
  • A list of the modules and sub-packages contained by the package.
  • A summary of the classes defined by the package.
  • A summary of the functions defined by the package.
  • A summary of the variables defined by the package.
  • A detailed description of each function defined by the package.
  • A detailed description of each variable defined by the package.

Each Module Documentation page contains:

  • A description of the module.
  • A summary of the classes defined by the module.
  • A summary of the functions defined by the module.
  • A summary of the variables defined by the module.
  • A detailed description of each function defined by the module.
  • A detailed description of each variable defined by the module.

Each Class Documentation page contains:

  • A class inheritance diagram.
  • A list of known subclasses.
  • A description of the class.
  • A summary of the methods defined by the class.
  • A summary of the instance variables defined by the class.
  • A summary of the class (static) variables defined by the class.
  • A detailed description of each method defined by the class.
  • A detailed description of each instance variable defined by the class.
  • A detailed description of each class (static) variable defined by the class.

Project Documentation

The Trees page contains the module and class hierarchies:

  • The module hierarchy lists every package and module, with modules grouped into packages. At the top level, and within each package, modules and sub-packages are listed alphabetically.
  • The class hierarchy lists every class, grouped by base class. If a class has more than one base class, then it will be listed under each base class. At the top level, and under each base class, classes are listed alphabetically.

The Index page contains indices of terms and identifiers:

  • The term index lists every term indexed by any object's documentation. For each term, the index provides links to each place where the term is indexed.
  • The identifier index lists the (short) name of every package, module, class, method, function, variable, and parameter. For each identifier, the index provides a short description, and a link to its documentation.

The Table of Contents

The table of contents occupies the two frames on the left side of the window. The upper-left frame displays the project contents, and the lower-left frame displays the module contents:

Project
Contents
...
API
Documentation
Frame


Module
Contents
 
...
 

The project contents frame contains a list of all packages and modules that are defined by the project. Clicking on an entry will display its contents in the module contents frame. Clicking on a special entry, labeled "Everything," will display the contents of the entire project.

The module contents frame contains a list of every submodule, class, type, exception, function, and variable defined by a module or package. Clicking on an entry will display its documentation in the API documentation frame. Clicking on the name of the module, at the top of the frame, will display the documentation for the module itself.

The "frames" and "no frames" buttons below the top navigation bar can be used to control whether the table of contents is displayed or not.

The Navigation Bar

A navigation bar is located at the top and bottom of every page. It indicates what type of page you are currently viewing, and allows you to go to related pages. The following table describes the labels on the navigation bar. Note that not some labels (such as [Parent]) are not displayed on all pages.

Label Highlighted when... Links to...
[Parent] (never highlighted) the parent of the current package
[Package] viewing a package the package containing the current object
[Module] viewing a module the module containing the current object
[Class] viewing a class the class containing the current object
[Trees] viewing the trees page the trees page
[Index] viewing the index page the index page
[Help] viewing the help page the help page

The "show private" and "hide private" buttons below the top navigation bar can be used to control whether documentation for private objects is displayed. Private objects are usually defined as objects whose (short) names begin with a single underscore, but do not end with an underscore. For example, "_x", "__pprint", and "epydoc.epytext._tokenize" are private objects; but "re.sub", "__init__", and "type_" are not. However, if a module defines the "__all__" variable, then its contents are used to decide which objects are private.

A timestamp below the bottom navigation bar indicates when each page was last updated.

identifier-index.html0000644000000000000000000044717611174457206013723 0ustar rootroot Identifier Index
 
[ Identifiers | Bugs ]

Identifier Index

[ A B C D E F G H I J K L M N O P Q R S T U V W X Y Z _ ]

A

B

C

D

E

F

G

I

K

M

P

R

S

T

U

W

_



index.html0000644000000000000000000015626011174457210011565 0ustar rootroot GameLogic
Module GameLogic

Module GameLogic

Documentation for the GameLogic Module.

Modules available in the game engine:

Undocumented modules:

  • VideoTexture
  • CValue
  • Expression
  • PhysicsConstraints

All the other modules are accessible through the methods in GameLogic.

See WhatsNew for updates, changes and new functionality in the Game Engine Python API.

Examples:

       # To get the controller thats running this python script:
       co = GameLogic.getCurrentController() # GameLogic is automatically imported
       
       # To get the game object this controller is on:
       obj = co.getOwner()

KX_GameObject and KX_Camera or KX_LightObject methods are available depending on the type of object:

       # To get a sensor linked to this controller.
       # "sensorname" is the name of the sensor as defined in the Blender interface.
       # +---------------------+  +--------+
       # | Sensor "sensorname" +--+ Python +
       # +---------------------+  +--------+
       sens = co.getSensor("sensorname")

       # To get a list of all sensors:
       sensors = co.getSensors()

See the sensor's reference for available methods:

You can also access actuators linked to the controller:

       # To get an actuator attached to the controller:
       #                          +--------+  +-------------------------+
       #                          + Python +--+ Actuator "actuatorname" |
       #                          +--------+  +-------------------------+
       actuator = co.getActuator("actuatorname")
       
       # Activate an actuator
       GameLogic.addActiveActuator(actuator, True)

See the actuator's reference for available methods:

Most logic brick's methods are accessors for the properties available in the logic buttons. Consult the logic bricks documentation for more information on how each logic brick works.

There are also methods to access the current KX_Scene:

       # Get the current scene
       scene = GameLogic.getCurrentScene()
       
       # Get the current camera
       cam = scene.active_camera

Matricies as used by the game engine are row major:

       matrix[row][col] = blah

KX_Camera has some examples using matricies.

Functions
SCA_PythonController
getCurrentController()
Gets the Python controller associated with this Python script.
KX_Scene
getCurrentScene()
Gets the current Scene.
 
addActiveActuator(actuator, activate)
Activates the given actuator.
 
sendMessage(subject, body='', to='', message_from='')
Sends a message to sensors in any active scene.
 
getRandomFloat()
Returns a random floating point value in the range [0...1)
 
setGravity(gravity)
Sets the world gravity.
list [float], len(getSpectrum()) == 512
getSpectrum()
Returns a 512 point list from the sound card.
 
stopDSP()
Stops the sound driver using DSP effects.
float
getLogicTicRate()
Gets the logic update frequency.
 
setLogicTicRate(ticrate)
Sets the logic update frequency.
float
getPhysicsTicRate()
Gets the physics update frequency
 
setPhysicsTicRate(ticrate)
Sets the physics update frequency
float
getAverageFrameRate()
Gets the estimated average framerate
string
expandPath(path)
Converts a blender internal path into a proper file system path.
list
getBlendFileList(path='//')
Returns a list of blend files in the same directory as the open blend file, or from using the option argument.
Variables
  __package__ = None
    Constants
  KX_FALSE
False value used by some modules.
  KX_TRUE
True value used by some modules.
    Property Sensor
  KX_PROPSENSOR_CHANGED
Activate when the property changes
  KX_PROPSENSOR_EQUAL
Activate when the property is equal to the sensor value.
  KX_PROPSENSOR_EXPRESSION
Activate when the expression matches
  KX_PROPSENSOR_INTERVAL
Activate when the property is between the specified limits.
  KX_PROPSENSOR_NOTEQUAL
Activate when the property is not equal to the sensor value.
    Constraint Actuator
  KX_CONSTRAINTACT_LOCX
See KX_ConstraintActuator
  KX_CONSTRAINTACT_LOCY
See KX_ConstraintActuator
  KX_CONSTRAINTACT_LOCZ
See KX_ConstraintActuator
  KX_CONSTRAINTACT_ROTX
See KX_ConstraintActuator
  KX_CONSTRAINTACT_ROTY
See KX_ConstraintActuator
  KX_CONSTRAINTACT_ROTZ
See KX_ConstraintActuator
    IPO Actuator
  KX_IPOACT_FLIPPER
See KX_IpoActuator
  KX_IPOACT_LOOPEND
See KX_IpoActuator
  KX_IPOACT_LOOPSTOP
See KX_IpoActuator
  KX_IPOACT_PINGPONG
See KX_IpoActuator
  KX_IPOACT_PLAY
See KX_IpoActuator
    Random Distributions
  KX_RANDOMACT_BOOL_BERNOUILLI
See SCA_RandomActuator
  KX_RANDOMACT_BOOL_CONST
See SCA_RandomActuator
  KX_RANDOMACT_BOOL_UNIFORM
See SCA_RandomActuator
  KX_RANDOMACT_FLOAT_CONST
See SCA_RandomActuator
  KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL
See SCA_RandomActuator
  KX_RANDOMACT_FLOAT_NORMAL
See SCA_RandomActuator
  KX_RANDOMACT_FLOAT_UNIFORM
See SCA_RandomActuator
  KX_RANDOMACT_INT_CONST
See SCA_RandomActuator
  KX_RANDOMACT_INT_POISSON
See SCA_RandomActuator
  KX_RANDOMACT_INT_UNIFORM
See SCA_RandomActuator
    Action Actuator
  KX_ACTIONACT_FLIPPER
See BL_ActionActuator
  KX_ACTIONACT_LOOPEND
See BL_ActionActuator
  KX_ACTIONACT_LOOPSTOP
See BL_ActionActuator
  KX_ACTIONACT_PLAY
See BL_ActionActuator
  KX_ACTIONACT_PROPERTY
See BL_ActionActuator
    Sound Actuator
  KX_SOUNDACT_LOOPBIDIRECTIONAL
See KX_SoundActuator
  KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP
See KX_SoundActuator
  KX_SOUNDACT_LOOPEND
See KX_SoundActuator
  KX_SOUNDACT_LOOPSTOP
See KX_SoundActuator
  KX_SOUNDACT_PLAYEND
See KX_SoundActuator
  KX_SOUNDACT_PLAYSTOP
See KX_SoundActuator
    Radar Sensor
  KX_RADAR_AXIS_NEG_X
See KX_RadarSensor
  KX_RADAR_AXIS_NEG_Y
See KX_RadarSensor
  KX_RADAR_AXIS_NEG_Z
See KX_RadarSensor
  KX_RADAR_AXIS_POS_X
See KX_RadarSensor
  KX_RADAR_AXIS_POS_Y
See KX_RadarSensor
  KX_RADAR_AXIS_POS_Z
See KX_RadarSensor
    Ray Sensor
  KX_RAY_AXIS_NEG_X
See KX_RaySensor
  KX_RAY_AXIS_NEG_Y
See KX_RaySensor
  KX_RAY_AXIS_NEG_Z
See KX_RaySensor
  KX_RAY_AXIS_POS_X
See KX_RaySensor
  KX_RAY_AXIS_POS_Y
See KX_RaySensor
  KX_RAY_AXIS_POS_Z
See KX_RaySensor
    Dynamic Actuator
  KX_DYN_DISABLE_DYNAMICS
See KX_SCA_DynamicActuator
  KX_DYN_DISABLE_RIGID_BODY
See KX_SCA_DynamicActuator
  KX_DYN_ENABLE_RIGID_BODY
See KX_SCA_DynamicActuator
  KX_DYN_RESTORE_DYNAMICS
See KX_SCA_DynamicActuator
  KX_DYN_SET_MASS
See KX_SCA_DynamicActuator
    Input Status
  KX_INPUT_ACTIVE
See SCA_MouseSensor
  KX_INPUT_JUST_ACTIVATED
See SCA_MouseSensor
  KX_INPUT_JUST_RELEASED
See SCA_MouseSensor
  KX_INPUT_NONE
See SCA_MouseSensor
    Mouse Buttons
  KX_MOUSE_BUT_LEFT
See SCA_MouseSensor
  KX_MOUSE_BUT_MIDDLE
See SCA_MouseSensor
  KX_MOUSE_BUT_RIGHT
See SCA_MouseSensor
Function Details

addActiveActuator(actuator, activate)

 

Activates the given actuator.

Parameters:
  • activate (boolean) - whether to activate or deactivate the given actuator.
  • actuator (SCA_IActuator or the actuator name as a string.)

sendMessage(subject, body='', to='', message_from='')

 

Sends a message to sensors in any active scene.

Parameters:
  • subject (string) - The subject of the message
  • body (string) - The body of the message (optional)
  • to (string) - The name of the object to send the message to (optional)
  • message_from (string) - The name of the object that the message is coming from (optional)

setGravity(gravity)

 

Sets the world gravity.

Parameters:
  • gravity (list [fx, fy, fz])

getSpectrum()

 

Returns a 512 point list from the sound card. This only works if the fmod sound driver is being used.

Returns: list [float], len(getSpectrum()) == 512

stopDSP()

 

Stops the sound driver using DSP effects.

Only the fmod sound driver supports this. DSP can be computationally expensive.

getLogicTicRate()

 

Gets the logic update frequency.

Returns: float
The logic frequency in Hz

setLogicTicRate(ticrate)

 

Sets the logic update frequency.

The logic update frequency is the number of times logic bricks are executed every second. The default is 30 Hz.

Parameters:
  • ticrate (float) - The new logic update frequency (in Hz).

getPhysicsTicRate()

 

Gets the physics update frequency

Returns: float
The physics update frequency in Hz

setPhysicsTicRate(ticrate)

 

Sets the physics update frequency

The physics update frequency is the number of times the physics system is executed every second. The default is 60 Hz.

Parameters:
  • ticrate (float) - The new update frequency (in Hz).

getAverageFrameRate()

 

Gets the estimated average framerate

Returns: float
The estimed average framerate in frames per second

expandPath(path)

 

Converts a blender internal path into a proper file system path.

Use / as directory separator in path You can use '//' at the start of the string to define a relative path; Blender replaces that string by the directory of the startup .blend or runtime file to make a full path name (doesn't change during the game, even if you load other .blend). The function also converts the directory separator to the local file system format.

Parameters:
  • path (string) - The path string to be converted/expanded.
Returns: string
The converted string

getBlendFileList(path='//')

 

Returns a list of blend files in the same directory as the open blend file, or from using the option argument.

Parameters:
  • path (string) - Optional directory argument, will be expanded (like expandPath) into the full path.
Returns: list
A list of filenames, with no directory prefix

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Module test

Module test

Variables
  __package__ = None