blender/source/gameengine/PyDoc/GameLogic.py

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# $Id$
"""
Documentation for the GameLogic Module.
=======================================
There are only three importable modules in the game engine:
- GameLogic
- L{GameKeys}
- L{Rasterizer}
All the other modules are accessibly through the methods in GameLogic.
Examples::
# To get a controller:
import GameLogic
co = GameLogic.getCurrentController()
# To get the game object associated with this controller:
obj = co.getOwner()
L{KX_GameObject} and possibly L{KX_Camera} and L{KX_Light} 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.
sens = co.getSensor("sensorname")
L{KX_NetworkMessageSensor}, L{KX_RaySensor}, L{KX_TouchSensor}, L{SCA_KeyboardSensor},
L{SCA_MouseSensor}, L{SCA_PropertySensor} and L{SCA_RandomSensor} methods are available,
depending on the type of sensor::
# To get a list of all sensors:
sensors = co.B{getSensors}()
Constants
=========
- KX_TRUE: True value used by some modules
- KX_FALSE: False value used by some modules.
Property Sensor
---------------
Tests that the property sensor is able to perform. See L{SCA_PropertySensor}
- KX_PROPSENSOR_EQUAL: Activate when the property is equal to the sensor value.
- KX_PROPSENSOR_NOTEQUAL: Activate when the property is not equal to the sensor value.
- KX_PROPSENSOR_INTERVAL: Activate when the property is between the specified limits.
- KX_PROPSENSOR_CHANGED: Activate when the property changes
- KX_PROPSENSOR_EXPRESSION: Activate when the expression matches
Constraint Actuator
-------------------
The axis and type (location/rotation) of constraint. See L{KX_ConstraintActuator}
- KX_CONSTRAINTACT_LOCX
- KX_CONSTRAINTACT_LOCY
- KX_CONSTRAINTACT_LOCZ
- KX_CONSTRAINTACT_ROTX
- KX_CONSTRAINTACT_ROTY
- KX_CONSTRAINTACT_ROTZ
IPO Actuator
------------
IPO Types. See L{KX_IpoActuator}
- KX_IPOACT_PLAY
- KX_IPOACT_PINGPONG
- KX_IPOACT_FLIPPER
- KX_IPOACT_LOOPSTOP
- KX_IPOACT_LOOPEND
Random Distributions
--------------------
See L{SCA_RandomActuator}
- 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
"""
def getCurrentController():
"""
Gets the Python controller associated with this Python script.
@rtype: L{SCA_PythonController}
"""
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def getCurrentScene():
"""
Gets the current Scene.
@rtype: L{KX_Scene}
"""
def addActiveActuator(actuator, activate):
"""
Activates the given actuator.
@type actuator: L{SCA_IActuator}
@type activate: boolean
@param activate: whether to activate or deactivate the given actuator.
"""
def getRandomFloat():
"""
Returns a random floating point value in the range [0...1)
"""
def setGravity(gravity):
"""
Sets the world gravity.
@type gravity: list [fx, fy, fz]
"""
def getSpectrum():
"""
Returns a 512 point list from the sound card.
This only works if the fmod sound driver is being used.
@rtype: list [float], len(getSpectrum()) == 512
"""
def stopDSP():
"""
Stops the sound driver using DSP effects.
Only the fmod sound driver supports this.
DSP can be computationally expensive.
"""
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