forked from bartvdbraak/blender
epydoc to sphinx markup for GameLogic module
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# $Id$
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"""
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Documentation for the GameLogic Module.
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=======================================
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Module to access logic functions, imported automatically into the python controllers namespace.
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Examples::
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# To get the controller thats running this python script:
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cont = GameLogic.getCurrentController() # GameLogic is automatically imported
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# To get the game object this controller is on:
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obj = cont.owner
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L{KX_GameObject} and L{KX_Camera} or L{KX_LightObject} methods are
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available depending on the type of object::
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# To get a sensor linked to this controller.
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# "sensorname" is the name of the sensor as defined in the Blender interface.
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# +---------------------+ +--------+
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# | Sensor "sensorname" +--+ Python +
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# +---------------------+ +--------+
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sens = cont.sensors["sensorname"]
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# To get a sequence of all sensors:
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sensors = co.sensors
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See the sensor's reference for available methods:
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- L{DelaySensor<GameTypes.SCA_DelaySensor>}
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- L{JoystickSensor<GameTypes.SCA_JoystickSensor>}
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- L{KeyboardSensor<GameTypes.SCA_KeyboardSensor>}
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- L{MouseFocusSensor<GameTypes.KX_MouseFocusSensor>}
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- L{MouseSensor<GameTypes.SCA_MouseSensor>}
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- L{NearSensor<GameTypes.KX_NearSensor>}
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- L{NetworkMessageSensor<GameTypes.KX_NetworkMessageSensor>}
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- L{PropertySensor<GameTypes.SCA_PropertySensor>}
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- L{RadarSensor<GameTypes.KX_RadarSensor>}
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- L{RandomSensor<GameTypes.SCA_RandomSensor>}
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- L{RaySensor<GameTypes.KX_RaySensor>}
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- L{TouchSensor<GameTypes.KX_TouchSensor>}
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You can also access actuators linked to the controller::
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# To get an actuator attached to the controller:
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# +--------+ +-------------------------+
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# + Python +--+ Actuator "actuatorname" |
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# +--------+ +-------------------------+
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actuator = co.actuators["actuatorname"]
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# Activate an actuator
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controller.activate(actuator)
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See the actuator's reference for available methods:
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- L{2DFilterActuator<GameTypes.SCA_2DFilterActuator>}
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- L{ActionActuator<GameTypes.BL_ActionActuator>}
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- L{AddObjectActuator<GameTypes.KX_SCA_AddObjectActuator>}
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- L{CameraActuator<GameTypes.KX_CameraActuator>}
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- L{ConstraintActuator<GameTypes.KX_ConstraintActuator>}
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- L{DynamicActuator<GameTypes.KX_SCA_DynamicActuator>}
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- L{EndObjectActuator<GameTypes.KX_SCA_EndObjectActuator>}
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- L{GameActuator<GameTypes.KX_GameActuator>}
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- L{IpoActuator<GameTypes.KX_IpoActuator>}
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- L{NetworkMessageActuator<GameTypes.KX_NetworkMessageActuator>}
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- L{ObjectActuator<GameTypes.KX_ObjectActuator>}
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- L{ParentActuator<GameTypes.KX_ParentActuator>}
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- L{PropertyActuator<GameTypes.SCA_PropertyActuator>}
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- L{RandomActuator<GameTypes.SCA_RandomActuator>}
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- L{ReplaceMeshActuator<GameTypes.KX_SCA_ReplaceMeshActuator>}
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- L{SceneActuator<GameTypes.KX_SceneActuator>}
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- L{ShapeActionActuator<GameTypes.BL_ShapeActionActuator>}
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- L{SoundActuator<GameTypes.KX_SoundActuator>}
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- L{StateActuator<GameTypes.KX_StateActuator>}
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- L{TrackToActuator<GameTypes.KX_TrackToActuator>}
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- L{VisibilityActuator<GameTypes.KX_VisibilityActuator>}
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Most logic brick's methods are accessors for the properties available in the logic buttons.
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Consult the logic bricks documentation for more information on how each logic brick works.
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There are also methods to access the current L{KX_Scene}::
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# Get the current scene
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scene = GameLogic.getCurrentScene()
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# Get the current camera
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cam = scene.active_camera
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Matricies as used by the game engine are B{row major}::
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matrix[row][col] = float
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L{KX_Camera} has some examples using matricies.
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@group Constants: KX_TRUE, KX_FALSE
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@var KX_TRUE: True value used by some modules.
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@var KX_FALSE: False value used by some modules.
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@group Property Sensor: KX_PROPSENSOR_*
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@var KX_PROPSENSOR_EQUAL: Activate when the property is equal to the sensor value.
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@var KX_PROPSENSOR_NOTEQUAL: Activate when the property is not equal to the sensor value.
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@var KX_PROPSENSOR_INTERVAL: Activate when the property is between the specified limits.
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@var KX_PROPSENSOR_CHANGED: Activate when the property changes
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@var KX_PROPSENSOR_EXPRESSION: Activate when the expression matches
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@group Constraint Actuator: KX_CONSTRAINTACT_*
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@var KX_CONSTRAINTACT_LOCX: See L{KX_ConstraintActuator}
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@var KX_CONSTRAINTACT_LOCY: See L{KX_ConstraintActuator}
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@var KX_CONSTRAINTACT_LOCZ: See L{KX_ConstraintActuator}
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@var KX_CONSTRAINTACT_ROTX: See L{KX_ConstraintActuator}
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@var KX_CONSTRAINTACT_ROTY: See L{KX_ConstraintActuator}
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@var KX_CONSTRAINTACT_ROTZ: See L{KX_ConstraintActuator}
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@var KX_CONSTRAINTACT_DIRNX: See L{KX_ConstraintActuator}
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@var KX_CONSTRAINTACT_DIRNY: See L{KX_ConstraintActuator}
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@var KX_CONSTRAINTACT_DIRPX: See L{KX_ConstraintActuator}
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@var KX_CONSTRAINTACT_DIRPY: See L{KX_ConstraintActuator}
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@var KX_CONSTRAINTACT_ORIX: See L{KX_ConstraintActuator}
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@var KX_CONSTRAINTACT_ORIY: See L{KX_ConstraintActuator}
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@var KX_CONSTRAINTACT_ORIZ: See L{KX_ConstraintActuator}
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@group IPO Actuator: KX_IPOACT_*
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@var KX_IPOACT_PLAY: See L{KX_IpoActuator}
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@var KX_IPOACT_PINGPONG: See L{KX_IpoActuator}
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@var KX_IPOACT_FLIPPER: See L{KX_IpoActuator}
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@var KX_IPOACT_LOOPSTOP: See L{KX_IpoActuator}
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@var KX_IPOACT_LOOPEND: See L{KX_IpoActuator}
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@var KX_IPOACT_FROM_PROP: See L{KX_IpoActuator}
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@group Random Distributions: KX_RANDOMACT_*
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@var KX_RANDOMACT_BOOL_CONST: See L{SCA_RandomActuator}
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@var KX_RANDOMACT_BOOL_UNIFORM: See L{SCA_RandomActuator}
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@var KX_RANDOMACT_BOOL_BERNOUILLI: See L{SCA_RandomActuator}
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@var KX_RANDOMACT_INT_CONST: See L{SCA_RandomActuator}
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@var KX_RANDOMACT_INT_UNIFORM: See L{SCA_RandomActuator}
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@var KX_RANDOMACT_INT_POISSON: See L{SCA_RandomActuator}
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@var KX_RANDOMACT_FLOAT_CONST: See L{SCA_RandomActuator}
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@var KX_RANDOMACT_FLOAT_UNIFORM: See L{SCA_RandomActuator}
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@var KX_RANDOMACT_FLOAT_NORMAL: See L{SCA_RandomActuator}
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@var KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL: See L{SCA_RandomActuator}
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@group Action Actuator: KX_ACTIONACT_*
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@var KX_ACTIONACT_PLAY: See L{BL_ActionActuator}
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@var KX_ACTIONACT_FLIPPER: See L{BL_ActionActuator}
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@var KX_ACTIONACT_LOOPSTOP: See L{BL_ActionActuator}
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@var KX_ACTIONACT_LOOPEND: See L{BL_ActionActuator}
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@var KX_ACTIONACT_PROPERTY: See L{BL_ActionActuator}
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@group Sound Actuator: KX_SOUNDACT_*
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@var KX_SOUNDACT_PLAYSTOP: See L{KX_SoundActuator}
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@var KX_SOUNDACT_PLAYEND: See L{KX_SoundActuator}
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@var KX_SOUNDACT_LOOPSTOP: See L{KX_SoundActuator}
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@var KX_SOUNDACT_LOOPEND: See L{KX_SoundActuator}
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@var KX_SOUNDACT_LOOPBIDIRECTIONAL: See L{KX_SoundActuator}
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@var KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP: See L{KX_SoundActuator}
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@group Radar Sensor: KX_RADAR_*
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@var KX_RADAR_AXIS_POS_X: See L{KX_RadarSensor}
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@var KX_RADAR_AXIS_POS_Y: See L{KX_RadarSensor}
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@var KX_RADAR_AXIS_POS_Z: See L{KX_RadarSensor}
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@var KX_RADAR_AXIS_NEG_X: See L{KX_RadarSensor}
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@var KX_RADAR_AXIS_NEG_Y: See L{KX_RadarSensor}
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@var KX_RADAR_AXIS_NEG_Z: See L{KX_RadarSensor}
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@group Ray Sensor: KX_RAY_*
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@var KX_RAY_AXIS_POS_X: See L{KX_RaySensor}
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@var KX_RAY_AXIS_POS_Y: See L{KX_RaySensor}
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@var KX_RAY_AXIS_POS_Z: See L{KX_RaySensor}
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@var KX_RAY_AXIS_NEG_X: See L{KX_RaySensor}
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@var KX_RAY_AXIS_NEG_Y: See L{KX_RaySensor}
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@var KX_RAY_AXIS_NEG_Z: See L{KX_RaySensor}
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@group Dynamic Actuator: KX_DYN_*
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@var KX_DYN_RESTORE_DYNAMICS: See L{KX_SCA_DynamicActuator}
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@var KX_DYN_DISABLE_DYNAMICS: See L{KX_SCA_DynamicActuator}
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@var KX_DYN_ENABLE_RIGID_BODY: See L{KX_SCA_DynamicActuator}
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@var KX_DYN_DISABLE_RIGID_BODY: See L{KX_SCA_DynamicActuator}
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@var KX_DYN_SET_MASS: See L{KX_SCA_DynamicActuator}
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@group Game Actuator: KX_GAME_*
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@var KX_GAME_LOAD: See L{KX_GameActuator}
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@var KX_GAME_START: See L{KX_GameActuator}
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@var KX_GAME_RESTART: See L{KX_GameActuator}
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@var KX_GAME_QUIT: See L{KX_GameActuator}
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@var KX_GAME_SAVECFG: See L{KX_GameActuator}
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@var KX_GAME_LOADCFG: See L{KX_GameActuator}
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@group Scene Actuator: KX_SCENE_*
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@var KX_SCENE_RESTART: See L{KX_SceneActuator}
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@var KX_SCENE_SET_SCENE: See L{KX_SceneActuator}
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@var KX_SCENE_SET_CAMERA: See L{KX_SceneActuator}
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@var KX_SCENE_ADD_FRONT_SCENE: See L{KX_SceneActuator}
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@var KX_SCENE_ADD_BACK_SCENE: See L{KX_SceneActuator}
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@var KX_SCENE_REMOVE_SCENE: See L{KX_SceneActuator}
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@var KX_SCENE_SUSPEND: See L{KX_SceneActuator}
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@var KX_SCENE_RESUME: See L{KX_SceneActuator}
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@group Input Status: KX_INPUT_*
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@var KX_INPUT_NONE: See L{SCA_MouseSensor}
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@var KX_INPUT_JUST_ACTIVATED: See L{SCA_MouseSensor}
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@var KX_INPUT_ACTIVE: See L{SCA_MouseSensor}
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@var KX_INPUT_JUST_RELEASED: See L{SCA_MouseSensor}
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@group Mouse Buttons: KX_MOUSE_BUT_*
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@var KX_MOUSE_BUT_LEFT: See L{SCA_MouseSensor}
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@var KX_MOUSE_BUT_MIDDLE: See L{SCA_MouseSensor}
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@var KX_MOUSE_BUT_RIGHT: See L{SCA_MouseSensor}
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@group States: KX_STATE*
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@var KX_STATE1:
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@var KX_STATE10:
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@var KX_STATE11:
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@var KX_STATE12:
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@var KX_STATE13:
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@var KX_STATE14:
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@var KX_STATE15:
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@var KX_STATE16:
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@var KX_STATE17:
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@var KX_STATE18:
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@var KX_STATE19:
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@var KX_STATE2:
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@var KX_STATE20:
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@var KX_STATE21:
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@var KX_STATE22:
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@var KX_STATE23:
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@var KX_STATE24:
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@var KX_STATE25:
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@var KX_STATE26:
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@var KX_STATE27:
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@var KX_STATE28:
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@var KX_STATE29:
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@var KX_STATE3:
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@var KX_STATE30:
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@var KX_STATE4:
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@var KX_STATE5:
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@var KX_STATE6:
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@var KX_STATE7:
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@var KX_STATE8:
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@var KX_STATE9:
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@var KX_STATE_OP_CLR:
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@var KX_STATE_OP_CPY:
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@var KX_STATE_OP_NEG:
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@var KX_STATE_OP_SET:
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@group 2D Filter: RAS_2DFILTER_*
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@var RAS_2DFILTER_BLUR:
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@var RAS_2DFILTER_CUSTOMFILTER:
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@var RAS_2DFILTER_DILATION:
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@var RAS_2DFILTER_DISABLED:
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@var RAS_2DFILTER_ENABLED:
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@var RAS_2DFILTER_EROSION:
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@var RAS_2DFILTER_GRAYSCALE:
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@var RAS_2DFILTER_INVERT:
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@var RAS_2DFILTER_LAPLACIAN:
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@var RAS_2DFILTER_MOTIONBLUR:
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@var RAS_2DFILTER_NOFILTER:
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@var RAS_2DFILTER_PREWITT:
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@var RAS_2DFILTER_SEPIA:
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@var RAS_2DFILTER_SHARPEN:
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@var RAS_2DFILTER_SOBEL:
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@group Constraint Actuator: KX_ACT_CONSTRAINT_*
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@var KX_ACT_CONSTRAINT_DISTANCE:
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@var KX_ACT_CONSTRAINT_DOROTFH:
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@var KX_ACT_CONSTRAINT_FHNX:
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@var KX_ACT_CONSTRAINT_FHNY:
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@var KX_ACT_CONSTRAINT_FHNZ:
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@var KX_ACT_CONSTRAINT_FHPX:
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@var KX_ACT_CONSTRAINT_FHPY:
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@var KX_ACT_CONSTRAINT_FHPZ:
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@var KX_ACT_CONSTRAINT_LOCAL:
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@var KX_ACT_CONSTRAINT_MATERIAL:
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@var KX_ACT_CONSTRAINT_NORMAL:
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@var KX_ACT_CONSTRAINT_PERMANENT:
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@group Parent Actuator: KX_PARENT_*
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@var KX_PARENT_REMOVE:
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@var KX_PARENT_SET:
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@group Shader: MODELMATRIX*, MODELVIEWMATRIX*, VIEWMATRIX*, CAM_POS, CONSTANT_TIMER, SHD_TANGENT
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@var VIEWMATRIX:
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@var VIEWMATRIX_INVERSE:
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@var VIEWMATRIX_INVERSETRANSPOSE:
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@var VIEWMATRIX_TRANSPOSE:
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@var MODELMATRIX:
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@var MODELMATRIX_INVERSE:
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@var MODELMATRIX_INVERSETRANSPOSE:
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@var MODELMATRIX_TRANSPOSE:
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@var MODELVIEWMATRIX:
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@var MODELVIEWMATRIX_INVERSE:
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@var MODELVIEWMATRIX_INVERSETRANSPOSE:
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@var MODELVIEWMATRIX_TRANSPOSE:
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@var CAM_POS: Current camera position
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@var CONSTANT_TIMER: User a timer for the uniform value.
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@var SHD_TANGENT: Not yet documented.
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@group Blender Material: BL_*
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@var BL_DST_ALPHA:
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@var BL_DST_COLOR:
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@var BL_ONE:
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@var BL_ONE_MINUS_DST_ALPHA:
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@var BL_ONE_MINUS_DST_COLOR:
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@var BL_ONE_MINUS_SRC_ALPHA:
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@var BL_ONE_MINUS_SRC_COLOR:
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@var BL_SRC_ALPHA:
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@var BL_SRC_ALPHA_SATURATE:
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@var BL_SRC_COLOR:
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@var BL_ZERO:
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@group Deprecated: addActiveActuator
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@var globalDict: A dictionary that is saved between loading blend files so you can use
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it to store inventory and other variables you want to store between
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scenes and blend files. It can also be written to a file and loaded
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later on with the game load/save actuators.
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note: only python built in types such as int/string/bool/float/tuples/lists
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can be saved, GameObjects, Actuators etc will not work as expectred.
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@var keyboard: The current keyboard wrapped in an SCA_PythonKeyboard object.
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@var mouse: The current mouse wrapped in an SCA_PythonMouse object.
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"""
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import GameTypes
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# TODO
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# error
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def getCurrentController():
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"""
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Gets the Python controller associated with this Python script.
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@rtype: L{SCA_PythonController}
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"""
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def getCurrentScene():
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"""
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Gets the current Scene.
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@rtype: L{KX_Scene}
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"""
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def getSceneList():
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"""
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Gets a list of the current scenes loaded in the game engine.
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@note: Scenes in your blend file that have not been converted wont be in this list. This list will only contain scenes such as overlays scenes.
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@rtype: list of L{KX_Scene}
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"""
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def addActiveActuator(actuator, activate):
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"""
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Activates the given actuator.
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@deprecated: Use L{GameTypes.SCA_PythonController.activate} and L{GameTypes.SCA_PythonController.deactivate} instead.
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@type actuator: L{SCA_IActuator} or the actuator name as a string.
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@type activate: boolean
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@param activate: whether to activate or deactivate the given actuator.
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"""
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def loadGlobalDict():
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"""
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Loads GameLogic.globalDict from a file.
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"""
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def saveGlobalDict():
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"""
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Saves GameLogic.globalDict to a file.
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"""
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def addScene(name, overlay=1):
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"""
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Loads a scene into the game engine.
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@param name: The name of the scene
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@type name: string
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@param overlay: Overlay or underlay (optional)
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@type overlay: int
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"""
|
||||
def sendMessage(subject, body="", to="", message_from=""):
|
||||
"""
|
||||
Sends a message to sensors in any active scene.
|
||||
|
||||
@param subject: The subject of the message
|
||||
@type subject: string
|
||||
@param body: The body of the message (optional)
|
||||
@type body: string
|
||||
@param to: The name of the object to send the message to (optional)
|
||||
@type to: string
|
||||
@param message_from: The name of the object that the message is coming from (optional)
|
||||
@type message_from: string
|
||||
"""
|
||||
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.
|
||||
"""
|
||||
def getMaxLogicFrame():
|
||||
"""
|
||||
Gets the maximum number of logic frame per render frame.
|
||||
|
||||
@return: The maximum number of logic frame per render frame
|
||||
@rtype: integer
|
||||
"""
|
||||
def setMaxLogicFrame(maxlogic):
|
||||
"""
|
||||
Sets the maximum number of logic frame that are executed per render frame.
|
||||
This does not affect the physic system that still runs at full frame rate.
|
||||
|
||||
@param maxlogic: The new maximum number of logic frame per render frame. Valid values: 1..5
|
||||
@type maxlogic: integer
|
||||
"""
|
||||
def getMaxPhysicsFrame():
|
||||
"""
|
||||
Gets the maximum number of physics frame per render frame.
|
||||
|
||||
@return: The maximum number of physics frame per render frame
|
||||
@rtype: integer
|
||||
"""
|
||||
def setMaxPhysicsFrame(maxphysics):
|
||||
"""
|
||||
Sets the maximum number of physics timestep that are executed per render frame.
|
||||
Higher value allows physics to keep up with realtime even if graphics slows down the game.
|
||||
Physics timestep is fixed and equal to 1/tickrate (see setLogicTicRate)
|
||||
maxphysics/ticrate is the maximum delay of the renderer that physics can compensate.
|
||||
|
||||
@param maxphysics: The new maximum number of physics timestep per render frame. Valid values: 1..5.
|
||||
@type maxphysics: integer
|
||||
"""
|
||||
def getLogicTicRate():
|
||||
"""
|
||||
Gets the logic update frequency.
|
||||
|
||||
@return: The logic frequency in Hz
|
||||
@rtype: float
|
||||
"""
|
||||
def 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 60 Hz.
|
||||
|
||||
@param ticrate: The new logic update frequency (in Hz).
|
||||
@type ticrate: float
|
||||
"""
|
||||
def getPhysicsTicRate():
|
||||
"""
|
||||
NOT IMPLEMENTED
|
||||
Gets the physics update frequency
|
||||
|
||||
@return: The physics update frequency in Hz
|
||||
@rtype: float
|
||||
"""
|
||||
def setPhysicsTicRate(ticrate):
|
||||
"""
|
||||
NOT IMPLEMENTED
|
||||
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.
|
||||
|
||||
@param ticrate: The new update frequency (in Hz).
|
||||
@type ticrate: float
|
||||
"""
|
||||
def saveGlobalDict():
|
||||
"""
|
||||
Saves GameLogic.globalDict to a file.
|
||||
"""
|
||||
def loadGlobalDict():
|
||||
"""
|
||||
Loads GameLogic.globalDict from a file.
|
||||
"""
|
||||
|
||||
#{ Utility functions
|
||||
def getAverageFrameRate():
|
||||
"""
|
||||
Gets the estimated average framerate
|
||||
|
||||
@return: The estimed average framerate in frames per second
|
||||
@rtype: float
|
||||
"""
|
||||
def 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.
|
||||
|
||||
@param path: The path string to be converted/expanded.
|
||||
@type path: string
|
||||
@return: The converted string
|
||||
@rtype: string
|
||||
"""
|
||||
|
||||
def getBlendFileList(path = "//"):
|
||||
"""
|
||||
Returns a list of blend files in the same directory as the open blend file, or from using the option argument.
|
||||
|
||||
@param path: Optional directory argument, will be expanded (like expandPath) into the full path.
|
||||
@type path: string
|
||||
@return: A list of filenames, with no directory prefix
|
||||
@rtype: list
|
||||
"""
|
||||
def PrintGLInfo():
|
||||
"""
|
||||
Prints GL Extension Info into the console
|
||||
"""
|
||||
def getRandomFloat():
|
||||
"""
|
||||
Returns a random floating point value in the range [0...1)
|
||||
"""
|
||||
#}
|
194
source/gameengine/PyDoc/bge.events.rst
Normal file
194
source/gameengine/PyDoc/bge.events.rst
Normal file
@ -0,0 +1,194 @@
|
||||
|
||||
Documentation for the bge.events module.
|
||||
========================================
|
||||
|
||||
This module holds key constants for the SCA_KeyboardSensor.
|
||||
|
||||
.. module:: bge.events
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
# Set a connected keyboard sensor to accept F1
|
||||
import bge
|
||||
|
||||
co = bge.logic.getCurrentController()
|
||||
# 'Keyboard' is a keyboard sensor
|
||||
sensor = co.sensors["Keyboard"]
|
||||
sensor.key = bge.keys.F1KEY
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
# Do the all keys thing
|
||||
import bge
|
||||
|
||||
co = bge.logic.getCurrentController()
|
||||
# 'Keyboard' is a keyboard sensor
|
||||
sensor = co.sensors["Keyboard"]
|
||||
|
||||
for key,status in sensor.events:
|
||||
# key[0] == bge.keys.keycode, key[1] = status
|
||||
if status == bge.logic.KX_INPUT_JUST_ACTIVATED:
|
||||
if key == bge.keys.WKEY:
|
||||
# Activate Forward!
|
||||
if key == bge.keys.SKEY:
|
||||
# Activate Backward!
|
||||
if key == bge.keys.AKEY:
|
||||
# Activate Left!
|
||||
if key == bge.keys.DKEY:
|
||||
# Activate Right!
|
||||
|
||||
.. function:: EventToString(event)
|
||||
|
||||
Return the string name of a key event. Will raise a ValueError error if its invalid.
|
||||
|
||||
:arg event: key event from bge.keys or the keyboard sensor.
|
||||
:type event: int
|
||||
:rtype: string
|
||||
|
||||
.. function:: EventToCharacter(event, shift)
|
||||
|
||||
Return the string name of a key event. Returns an empty string if the event cant be represented as a character.
|
||||
|
||||
:type event: int
|
||||
:arg event: key event from :mod:`bge.keys` or the keyboard sensor.
|
||||
:type shift: bool
|
||||
:arg shift: set to true if shift is held.
|
||||
:rtype: string
|
||||
|
||||
|
||||
**Alphabet keys**
|
||||
|
||||
.. data:: AKEY
|
||||
.. data:: BKEY
|
||||
.. data:: CKEY
|
||||
.. data:: DKEY
|
||||
.. data:: EKEY
|
||||
.. data:: FKEY
|
||||
.. data:: GKEY
|
||||
.. data:: HKEY
|
||||
.. data:: IKEY
|
||||
.. data:: JKEY
|
||||
.. data:: KKEY
|
||||
.. data:: LKEY
|
||||
.. data:: MKEY
|
||||
.. data:: NKEY
|
||||
.. data:: OKEY
|
||||
.. data:: PKEY
|
||||
.. data:: QKEY
|
||||
.. data:: RKEY
|
||||
.. data:: SKEY
|
||||
.. data:: TKEY
|
||||
.. data:: UKEY
|
||||
.. data:: VKEY
|
||||
.. data:: WKEY
|
||||
.. data:: XKEY
|
||||
.. data:: YKEY
|
||||
.. data:: ZKEY
|
||||
|
||||
**Number keys**
|
||||
|
||||
.. data:: ZEROKEY
|
||||
.. data:: ONEKEY
|
||||
.. data:: TWOKEY
|
||||
.. data:: THREEKEY
|
||||
.. data:: FOURKEY
|
||||
.. data:: FIVEKEY
|
||||
.. data:: SIXKEY
|
||||
.. data:: SEVENKEY
|
||||
.. data:: EIGHTKEY
|
||||
.. data:: NINEKEY
|
||||
|
||||
**Modifiers**
|
||||
|
||||
.. data:: CAPSLOCKKEY
|
||||
.. data:: LEFTCTRLKEY
|
||||
.. data:: LEFTALTKEY
|
||||
.. data:: RIGHTALTKEY
|
||||
.. data:: RIGHTCTRLKEY
|
||||
.. data:: RIGHTSHIFTKEY
|
||||
.. data:: LEFTSHIFTKEY
|
||||
|
||||
**Arrow Keys**
|
||||
|
||||
.. data:: LEFTARROWKEY
|
||||
.. data:: DOWNARROWKEY
|
||||
.. data:: RIGHTARROWKEY
|
||||
.. data:: UPARROWKEY
|
||||
|
||||
**Numberpad Keys**
|
||||
|
||||
.. data:: PAD0
|
||||
.. data:: PAD1
|
||||
.. data:: PAD2
|
||||
.. data:: PAD3
|
||||
.. data:: PAD4
|
||||
.. data:: PAD5
|
||||
.. data:: PAD6
|
||||
.. data:: PAD7
|
||||
.. data:: PAD8
|
||||
.. data:: PAD9
|
||||
.. data:: PADPERIOD
|
||||
.. data:: PADSLASHKEY
|
||||
.. data:: PADASTERKEY
|
||||
.. data:: PADMINUS
|
||||
.. data:: PADENTER
|
||||
.. data:: PADPLUSKEY
|
||||
|
||||
**Function Keys**
|
||||
|
||||
.. data:: F1KEY
|
||||
.. data:: F2KEY
|
||||
.. data:: F3KEY
|
||||
.. data:: F4KEY
|
||||
.. data:: F5KEY
|
||||
.. data:: F6KEY
|
||||
.. data:: F7KEY
|
||||
.. data:: F8KEY
|
||||
.. data:: F9KEY
|
||||
.. data:: F10KEY
|
||||
.. data:: F11KEY
|
||||
.. data:: F12KEY
|
||||
.. data:: F13KEY
|
||||
.. data:: F14KEY
|
||||
.. data:: F15KEY
|
||||
.. data:: F16KEY
|
||||
.. data:: F17KEY
|
||||
.. data:: F18KEY
|
||||
.. data:: F19KEY
|
||||
|
||||
**Other Keys**
|
||||
|
||||
.. data:: ACCENTGRAVEKEY
|
||||
.. data:: BACKSLASHKEY
|
||||
.. data:: BACKSPACEKEY
|
||||
.. data:: COMMAKEY
|
||||
.. data:: DELKEY
|
||||
.. data:: ENDKEY
|
||||
.. data:: EQUALKEY
|
||||
.. data:: ESCKEY
|
||||
.. data:: HOMEKEY
|
||||
.. data:: INSERTKEY
|
||||
.. data:: LEFTBRACKETKEY
|
||||
.. data:: LINEFEEDKEY
|
||||
.. data:: MINUSKEY
|
||||
.. data:: PAGEDOWNKEY
|
||||
.. data:: PAGEUPKEY
|
||||
.. data:: PAUSEKEY
|
||||
.. data:: PERIODKEY
|
||||
.. data:: QUOTEKEY
|
||||
.. data:: RIGHTBRACKETKEY
|
||||
.. data:: RETKEY
|
||||
.. data:: SEMICOLONKEY
|
||||
.. data:: SLASHKEY
|
||||
.. data:: SPACEKEY
|
||||
.. data:: TABKEY
|
||||
|
||||
**Mouse Events**
|
||||
|
||||
.. data:: LEFTMOUSE
|
||||
.. data:: MIDDLEMOUSE
|
||||
.. data:: RIGHTMOUSE
|
||||
.. data:: WHEELUPMOUSE
|
||||
.. data:: WHEELDOWNMOUSE
|
||||
.. data:: MOUSEX
|
||||
.. data:: MOUSEY:
|
@ -1,194 +0,0 @@
|
||||
|
||||
Documentation for the bge.keys module.
|
||||
======================================
|
||||
|
||||
This module holds key constants for the SCA_KeyboardSensor.
|
||||
|
||||
.. module:: bge.keys
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
# Set a connected keyboard sensor to accept F1
|
||||
import bge
|
||||
|
||||
co = bge.logic.getCurrentController()
|
||||
# 'Keyboard' is a keyboard sensor
|
||||
sensor = co.sensors["Keyboard"]
|
||||
sensor.key = bge.keys.F1KEY
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
# Do the all keys thing
|
||||
import bge
|
||||
|
||||
co = bge.logic.getCurrentController()
|
||||
# 'Keyboard' is a keyboard sensor
|
||||
sensor = co.sensors["Keyboard"]
|
||||
|
||||
for key,status in sensor.events:
|
||||
# key[0] == bge.keys.keycode, key[1] = status
|
||||
if status == bge.logic.KX_INPUT_JUST_ACTIVATED:
|
||||
if key == bge.keys.WKEY:
|
||||
# Activate Forward!
|
||||
if key == bge.keys.SKEY:
|
||||
# Activate Backward!
|
||||
if key == bge.keys.AKEY:
|
||||
# Activate Left!
|
||||
if key == bge.keys.DKEY:
|
||||
# Activate Right!
|
||||
|
||||
.. function:: EventToString(event)
|
||||
|
||||
Return the string name of a key event. Will raise a ValueError error if its invalid.
|
||||
|
||||
:arg event: key event from bge.keys or the keyboard sensor.
|
||||
:type event: int
|
||||
:rtype: string
|
||||
|
||||
.. function:: EventToCharacter(event, shift)
|
||||
|
||||
Return the string name of a key event. Returns an empty string if the event cant be represented as a character.
|
||||
|
||||
:type event: int
|
||||
:arg event: key event from :mod:`bge.keys` or the keyboard sensor.
|
||||
:type shift: bool
|
||||
:arg shift: set to true if shift is held.
|
||||
:rtype: string
|
||||
|
||||
|
||||
**Alphabet keys**
|
||||
|
||||
.. data:: AKEY:
|
||||
.. data:: BKEY:
|
||||
.. data:: CKEY:
|
||||
.. data:: DKEY:
|
||||
.. data:: EKEY:
|
||||
.. data:: FKEY:
|
||||
.. data:: GKEY:
|
||||
.. data:: HKEY:
|
||||
.. data:: IKEY:
|
||||
.. data:: JKEY:
|
||||
.. data:: KKEY:
|
||||
.. data:: LKEY:
|
||||
.. data:: MKEY:
|
||||
.. data:: NKEY:
|
||||
.. data:: OKEY:
|
||||
.. data:: PKEY:
|
||||
.. data:: QKEY:
|
||||
.. data:: RKEY:
|
||||
.. data:: SKEY:
|
||||
.. data:: TKEY:
|
||||
.. data:: UKEY:
|
||||
.. data:: VKEY:
|
||||
.. data:: WKEY:
|
||||
.. data:: XKEY:
|
||||
.. data:: YKEY:
|
||||
.. data:: ZKEY:
|
||||
|
||||
**Number keys**
|
||||
|
||||
.. data:: ZEROKEY:
|
||||
.. data:: ONEKEY:
|
||||
.. data:: TWOKEY:
|
||||
.. data:: THREEKEY:
|
||||
.. data:: FOURKEY:
|
||||
.. data:: FIVEKEY:
|
||||
.. data:: SIXKEY:
|
||||
.. data:: SEVENKEY:
|
||||
.. data:: EIGHTKEY:
|
||||
.. data:: NINEKEY:
|
||||
|
||||
**Modifiers**
|
||||
|
||||
.. data:: CAPSLOCKKEY:
|
||||
.. data:: LEFTCTRLKEY:
|
||||
.. data:: LEFTALTKEY:
|
||||
.. data:: RIGHTALTKEY:
|
||||
.. data:: RIGHTCTRLKEY:
|
||||
.. data:: RIGHTSHIFTKEY:
|
||||
.. data:: LEFTSHIFTKEY:
|
||||
|
||||
**Arrow Keys**
|
||||
|
||||
.. data:: LEFTARROWKEY:
|
||||
.. data:: DOWNARROWKEY:
|
||||
.. data:: RIGHTARROWKEY:
|
||||
.. data:: UPARROWKEY:
|
||||
|
||||
**Numberpad Keys**
|
||||
|
||||
.. data:: PAD0:
|
||||
.. data:: PAD1:
|
||||
.. data:: PAD2:
|
||||
.. data:: PAD3:
|
||||
.. data:: PAD4:
|
||||
.. data:: PAD5:
|
||||
.. data:: PAD6:
|
||||
.. data:: PAD7:
|
||||
.. data:: PAD8:
|
||||
.. data:: PAD9:
|
||||
.. data:: PADPERIOD:
|
||||
.. data:: PADSLASHKEY:
|
||||
.. data:: PADASTERKEY:
|
||||
.. data:: PADMINUS:
|
||||
.. data:: PADENTER:
|
||||
.. data:: PADPLUSKEY:
|
||||
|
||||
**Function Keys**
|
||||
|
||||
.. data:: F1KEY:
|
||||
.. data:: F2KEY:
|
||||
.. data:: F3KEY:
|
||||
.. data:: F4KEY:
|
||||
.. data:: F5KEY:
|
||||
.. data:: F6KEY:
|
||||
.. data:: F7KEY:
|
||||
.. data:: F8KEY:
|
||||
.. data:: F9KEY:
|
||||
.. data:: F10KEY:
|
||||
.. data:: F11KEY:
|
||||
.. data:: F12KEY:
|
||||
.. data:: F13KEY:
|
||||
.. data:: F14KEY:
|
||||
.. data:: F15KEY:
|
||||
.. data:: F16KEY:
|
||||
.. data:: F17KEY:
|
||||
.. data:: F18KEY:
|
||||
.. data:: F19KEY:
|
||||
|
||||
**Other Keys**
|
||||
|
||||
.. data:: ACCENTGRAVEKEY:
|
||||
.. data:: BACKSLASHKEY:
|
||||
.. data:: BACKSPACEKEY:
|
||||
.. data:: COMMAKEY:
|
||||
.. data:: DELKEY:
|
||||
.. data:: ENDKEY:
|
||||
.. data:: EQUALKEY:
|
||||
.. data:: ESCKEY:
|
||||
.. data:: HOMEKEY:
|
||||
.. data:: INSERTKEY:
|
||||
.. data:: LEFTBRACKETKEY:
|
||||
.. data:: LINEFEEDKEY:
|
||||
.. data:: MINUSKEY:
|
||||
.. data:: PAGEDOWNKEY:
|
||||
.. data:: PAGEUPKEY:
|
||||
.. data:: PAUSEKEY:
|
||||
.. data:: PERIODKEY:
|
||||
.. data:: QUOTEKEY:
|
||||
.. data:: RIGHTBRACKETKEY:
|
||||
.. data:: RETKEY:
|
||||
.. data:: SEMICOLONKEY:
|
||||
.. data:: SLASHKEY:
|
||||
.. data:: SPACEKEY:
|
||||
.. data:: TABKEY:
|
||||
|
||||
**Mouse Events**
|
||||
|
||||
.. data:: LEFTMOUSE:
|
||||
.. data:: MIDDLEMOUSE:
|
||||
.. data:: RIGHTMOUSE:
|
||||
.. data:: WHEELUPMOUSE:
|
||||
.. data:: WHEELDOWNMOUSE:
|
||||
.. data:: MOUSEX:
|
||||
.. data:: MOUSEY:
|
622
source/gameengine/PyDoc/bge.logic.rst
Normal file
622
source/gameengine/PyDoc/bge.logic.rst
Normal file
@ -0,0 +1,622 @@
|
||||
|
||||
Documentation for the bge.logic Module.
|
||||
=======================================
|
||||
|
||||
Module to access logic functions, imported automatically into the python controllers namespace.
|
||||
|
||||
.. module:: bge.logic
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
# To get the controller thats running this python script:
|
||||
cont = bge.logic.getCurrentController() # bge.logic is automatically imported
|
||||
|
||||
# To get the game object this controller is on:
|
||||
obj = cont.owner
|
||||
|
||||
:class:`bge.types.KX_GameObject` and :class:`bge.types.KX_Camera` or :class:`bge.types.KX_LightObject` methods are available depending on the type of object
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
# 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 = cont.sensors["sensorname"]
|
||||
|
||||
# To get a sequence of all sensors:
|
||||
sensors = co.sensors
|
||||
|
||||
See the sensor's reference for available methods:
|
||||
|
||||
* :class:`bge.types.SCA_DelaySensor`
|
||||
* :class:`bge.types.SCA_JoystickSensor`
|
||||
* :class:`bge.types.SCA_KeyboardSensor`
|
||||
* :class:`bge.types.KX_MouseFocusSensor`
|
||||
* :class:`bge.types.SCA_MouseSensor`
|
||||
* :class:`bge.types.KX_NearSensor`
|
||||
* :class:`bge.types.KX_NetworkMessageSensor`
|
||||
* :class:`bge.types.SCA_PropertySensor`
|
||||
* :class:`bge.types.KX_RadarSensor`
|
||||
* :class:`bge.types.SCA_RandomSensor`
|
||||
* :class:`bge.types.KX_RaySensor`
|
||||
* :class:`bge.types.KX_TouchSensor`
|
||||
|
||||
You can also access actuators linked to the controller
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
# To get an actuator attached to the controller:
|
||||
# +--------+ +-------------------------+
|
||||
# + Python +--+ Actuator "actuatorname" |
|
||||
# +--------+ +-------------------------+
|
||||
actuator = co.actuators["actuatorname"]
|
||||
|
||||
# Activate an actuator
|
||||
controller.activate(actuator)
|
||||
|
||||
|
||||
See the actuator's reference for available methods
|
||||
|
||||
* :class:`bge.types.SCA_2DFilterActuator`
|
||||
* :class:`bge.types.BL_ActionActuator`
|
||||
* :class:`bge.types.KX_SCA_AddObjectActuator`
|
||||
* :class:`bge.types.KX_CameraActuator`
|
||||
* :class:`bge.types.KX_ConstraintActuator`
|
||||
* :class:`bge.types.KX_SCA_DynamicActuator`
|
||||
* :class:`bge.types.KX_SCA_EndObjectActuator`
|
||||
* :class:`bge.types.KX_GameActuator`
|
||||
* :class:`bge.types.KX_IpoActuator`
|
||||
* :class:`bge.types.KX_NetworkMessageActuator`
|
||||
* :class:`bge.types.KX_ObjectActuator`
|
||||
* :class:`bge.types.KX_ParentActuator`
|
||||
* :class:`bge.types.SCA_PropertyActuator`
|
||||
* :class:`bge.types.SCA_RandomActuator`
|
||||
* :class:`bge.types.KX_SCA_ReplaceMeshActuator`
|
||||
* :class:`bge.types.KX_SceneActuator`
|
||||
* :class:`bge.types.BL_ShapeActionActuator`
|
||||
* :class:`bge.types.KX_SoundActuator`
|
||||
* :class:`bge.types.KX_StateActuator`
|
||||
* :class:`bge.types.KX_TrackToActuator`
|
||||
* :class:`bge.types.KX_VisibilityActuator`
|
||||
|
||||
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 :class:`bge.types.KX_Scene`
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
# Get the current scene
|
||||
scene = bge.logic.getCurrentScene()
|
||||
|
||||
# Get the current camera
|
||||
cam = scene.active_camera
|
||||
|
||||
Matricies as used by the game engine are **row major**
|
||||
``matrix[row][col] = float``
|
||||
|
||||
:class:`bge.types.KX_Camera` has some examples using matricies.
|
||||
|
||||
|
||||
.. data:: globalDict
|
||||
|
||||
A dictionary that is saved between loading blend files so you can use it to store inventory and other variables you want to store between scenes and blend files.
|
||||
It can also be written to a file and loaded later on with the game load/save actuators.
|
||||
|
||||
.. note:: only python built in types such as int/string/bool/float/tuples/lists can be saved, GameObjects, Actuators etc will not work as expectred.
|
||||
|
||||
.. data:: keyboard: The current keyboard wrapped in an SCA_PythonKeyboard object.
|
||||
.. data:: mouse: The current mouse wrapped in an SCA_PythonMouse object.
|
||||
|
||||
.. function:: getCurrentController()
|
||||
|
||||
Gets the Python controller associated with this Python script.
|
||||
|
||||
:rtype: :class:`bge.types.SCA_PythonController`
|
||||
|
||||
.. function:: getCurrentScene()
|
||||
|
||||
Gets the current Scene.
|
||||
|
||||
:rtype: :class:`bge.types.KX_Scene`
|
||||
|
||||
.. function:: getSceneList()
|
||||
|
||||
Gets a list of the current scenes loaded in the game engine.
|
||||
|
||||
:rtype: list of :class:`bge.types.KX_Scene`
|
||||
|
||||
.. note:: Scenes in your blend file that have not been converted wont be in this list. This list will only contain scenes such as overlays scenes.
|
||||
|
||||
.. function:: loadGlobalDict()
|
||||
|
||||
Loads bge.logic.globalDict from a file.
|
||||
|
||||
.. function:: saveGlobalDict()
|
||||
|
||||
Saves bge.logic.globalDict to a file.
|
||||
|
||||
.. function:: addScene(name, overlay=1)
|
||||
|
||||
Loads a scene into the game engine.
|
||||
|
||||
:arg name: The name of the scene
|
||||
:type name: string
|
||||
:arg overlay: Overlay or underlay (optional)
|
||||
:type overlay: integer
|
||||
|
||||
.. function:: sendMessage(subject, body="", to="", message_from="")
|
||||
|
||||
Sends a message to sensors in any active scene.
|
||||
|
||||
:arg subject: The subject of the message
|
||||
:type subject: string
|
||||
:arg body: The body of the message (optional)
|
||||
:type body: string
|
||||
:arg to: The name of the object to send the message to (optional)
|
||||
:type to: string
|
||||
:arg message_from: The name of the object that the message is coming from (optional)
|
||||
:type message_from: string
|
||||
|
||||
.. function:: setGravity(gravity)
|
||||
|
||||
Sets the world gravity.
|
||||
|
||||
:type gravity: list [fx, fy, fz]
|
||||
|
||||
.. function:: 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
|
||||
|
||||
.. function:: stopDSP()
|
||||
|
||||
Stops the sound driver using DSP effects.
|
||||
|
||||
Only the fmod sound driver supports this.
|
||||
DSP can be computationally expensive.
|
||||
|
||||
.. function:: getMaxLogicFrame()
|
||||
|
||||
Gets the maximum number of logic frame per render frame.
|
||||
|
||||
:return: The maximum number of logic frame per render frame
|
||||
:rtype: integer
|
||||
|
||||
.. function:: setMaxLogicFrame(maxlogic)
|
||||
|
||||
Sets the maximum number of logic frame that are executed per render frame.
|
||||
This does not affect the physic system that still runs at full frame rate.
|
||||
|
||||
:arg maxlogic: The new maximum number of logic frame per render frame. Valid values: 1..5
|
||||
:type maxlogic: integer
|
||||
|
||||
.. function:: getMaxPhysicsFrame()
|
||||
|
||||
Gets the maximum number of physics frame per render frame.
|
||||
|
||||
:return: The maximum number of physics frame per render frame
|
||||
:rtype: integer
|
||||
|
||||
.. function:: setMaxPhysicsFrame(maxphysics)
|
||||
|
||||
Sets the maximum number of physics timestep that are executed per render frame.
|
||||
Higher value allows physics to keep up with realtime even if graphics slows down the game.
|
||||
Physics timestep is fixed and equal to 1/tickrate (see setLogicTicRate)
|
||||
maxphysics/ticrate is the maximum delay of the renderer that physics can compensate.
|
||||
|
||||
:arg maxphysics: The new maximum number of physics timestep per render frame. Valid values: 1..5.
|
||||
:type maxphysics: integer
|
||||
|
||||
.. function:: getLogicTicRate()
|
||||
|
||||
Gets the logic update frequency.
|
||||
|
||||
:return: The logic frequency in Hz
|
||||
:rtype: float
|
||||
|
||||
.. function:: 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 60 Hz.
|
||||
|
||||
:arg ticrate: The new logic update frequency (in Hz).
|
||||
:type ticrate: float
|
||||
|
||||
.. function:: getPhysicsTicRate()
|
||||
|
||||
Gets the physics update frequency
|
||||
|
||||
:return: The physics update frequency in Hz
|
||||
:rtype: float
|
||||
|
||||
.. warning: Not implimented yet
|
||||
|
||||
.. function:: 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.
|
||||
|
||||
:arg ticrate: The new update frequency (in Hz).
|
||||
:type ticrate: float
|
||||
|
||||
.. warning: Not implimented yet
|
||||
|
||||
.. function:: saveGlobalDict()
|
||||
|
||||
Saves bge.logic.globalDict to a file.
|
||||
|
||||
.. function:: loadGlobalDict()
|
||||
|
||||
Loads bge.logic.globalDict from a file.
|
||||
|
||||
|
||||
Utility functions
|
||||
|
||||
.. function:: getAverageFrameRate()
|
||||
|
||||
Gets the estimated average framerate
|
||||
|
||||
:return: The estimed average framerate in frames per second
|
||||
:rtype: float
|
||||
|
||||
.. function:: 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.
|
||||
|
||||
:arg path: The path string to be converted/expanded.
|
||||
:type path: string
|
||||
:return: The converted string
|
||||
:rtype: string
|
||||
|
||||
|
||||
.. function:: getBlendFileList(path = "//")
|
||||
|
||||
Returns a list of blend files in the same directory as the open blend file, or from using the option argument.
|
||||
|
||||
:arg path: Optional directory argument, will be expanded (like expandPath) into the full path.
|
||||
:type path: string
|
||||
:return: A list of filenames, with no directory prefix
|
||||
:rtype: list
|
||||
|
||||
.. function:: PrintGLInfo()
|
||||
|
||||
Prints GL Extension Info into the console
|
||||
|
||||
.. function:: getRandomFloat()
|
||||
|
||||
Returns a random floating point value in the range [0 - 1)
|
||||
|
||||
=========
|
||||
Constants
|
||||
=========
|
||||
|
||||
.. data:: KX_TRUE: True value used by some modules.
|
||||
.. data:: KX_FALSE: False value used by some modules.
|
||||
|
||||
---------------
|
||||
Property Sensor
|
||||
---------------
|
||||
|
||||
.. data:: KX_PROPSENSOR_EQUAL
|
||||
|
||||
Activate when the property is equal to the sensor value.
|
||||
|
||||
.. data:: KX_PROPSENSOR_NOTEQUAL
|
||||
|
||||
Activate when the property is not equal to the sensor value.
|
||||
|
||||
.. data:: KX_PROPSENSOR_INTERVAL
|
||||
|
||||
Activate when the property is between the specified limits.
|
||||
|
||||
.. data:: KX_PROPSENSOR_CHANGED
|
||||
|
||||
Activate when the property changes
|
||||
|
||||
.. data:: KX_PROPSENSOR_EXPRESSION
|
||||
|
||||
Activate when the expression matches
|
||||
|
||||
-------------------
|
||||
Constraint Actuator
|
||||
-------------------
|
||||
|
||||
See :class:`bge.types.KX_ConstraintActuator`
|
||||
|
||||
.. data:: KX_CONSTRAINTACT_LOCX
|
||||
.. data:: KX_CONSTRAINTACT_LOCY
|
||||
.. data:: KX_CONSTRAINTACT_LOCZ
|
||||
.. data:: KX_CONSTRAINTACT_ROTX
|
||||
.. data:: KX_CONSTRAINTACT_ROTY
|
||||
.. data:: KX_CONSTRAINTACT_ROTZ
|
||||
.. data:: KX_CONSTRAINTACT_DIRNX
|
||||
.. data:: KX_CONSTRAINTACT_DIRNY
|
||||
.. data:: KX_CONSTRAINTACT_DIRPX
|
||||
.. data:: KX_CONSTRAINTACT_DIRPY
|
||||
.. data:: KX_CONSTRAINTACT_ORIX
|
||||
.. data:: KX_CONSTRAINTACT_ORIY
|
||||
.. data:: KX_CONSTRAINTACT_ORIZ
|
||||
|
||||
------------
|
||||
IPO Actuator
|
||||
------------
|
||||
|
||||
See :class:`bge.types.KX_IpoActuator`
|
||||
|
||||
.. data:: KX_IPOACT_PLAY
|
||||
.. data:: KX_IPOACT_PINGPONG
|
||||
.. data:: KX_IPOACT_FLIPPER
|
||||
.. data:: KX_IPOACT_LOOPSTOP
|
||||
.. data:: KX_IPOACT_LOOPEND
|
||||
.. data:: KX_IPOACT_FROM_PROP
|
||||
|
||||
--------------------
|
||||
Random Distributions
|
||||
--------------------
|
||||
|
||||
See :class:`bge.types.SCA_RandomActuator`
|
||||
|
||||
.. data:: KX_RANDOMACT_BOOL_CONST
|
||||
.. data:: KX_RANDOMACT_BOOL_UNIFORM
|
||||
.. data:: KX_RANDOMACT_BOOL_BERNOUILLI
|
||||
.. data:: KX_RANDOMACT_INT_CONST
|
||||
.. data:: KX_RANDOMACT_INT_UNIFORM
|
||||
.. data:: KX_RANDOMACT_INT_POISSON
|
||||
.. data:: KX_RANDOMACT_FLOAT_CONST
|
||||
.. data:: KX_RANDOMACT_FLOAT_UNIFORM
|
||||
.. data:: KX_RANDOMACT_FLOAT_NORMAL
|
||||
.. data:: KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL
|
||||
|
||||
---------------
|
||||
Action Actuator
|
||||
---------------
|
||||
|
||||
See :class:`bge.types.BL_ActionActuator`
|
||||
|
||||
.. data:: KX_ACTIONACT_PLAY
|
||||
.. data:: KX_ACTIONACT_FLIPPER
|
||||
.. data:: KX_ACTIONACT_LOOPSTOP
|
||||
.. data:: KX_ACTIONACT_LOOPEND
|
||||
.. data:: KX_ACTIONACT_PROPERTY
|
||||
|
||||
--------------
|
||||
Sound Actuator
|
||||
--------------
|
||||
|
||||
See :class:`bge.types.KX_SoundActuator`
|
||||
|
||||
.. data:: KX_SOUNDACT_PLAYSTOP
|
||||
.. data:: KX_SOUNDACT_PLAYEND
|
||||
.. data:: KX_SOUNDACT_LOOPSTOP
|
||||
.. data:: KX_SOUNDACT_LOOPEND
|
||||
.. data:: KX_SOUNDACT_LOOPBIDIRECTIONAL
|
||||
.. data:: KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP
|
||||
|
||||
------------
|
||||
Radar Sensor
|
||||
------------
|
||||
|
||||
See :class:`bge.types.KX_RadarSensor`
|
||||
|
||||
.. data:: KX_RADAR_AXIS_POS_X
|
||||
.. data:: KX_RADAR_AXIS_POS_Y
|
||||
.. data:: KX_RADAR_AXIS_POS_Z
|
||||
.. data:: KX_RADAR_AXIS_NEG_X
|
||||
.. data:: KX_RADAR_AXIS_NEG_Y
|
||||
.. data:: KX_RADAR_AXIS_NEG_Z
|
||||
|
||||
----------
|
||||
Ray Sensor
|
||||
----------
|
||||
|
||||
See :class:`bge.types.KX_RaySensor`
|
||||
|
||||
.. data:: KX_RAY_AXIS_POS_X
|
||||
.. data:: KX_RAY_AXIS_POS_Y
|
||||
.. data:: KX_RAY_AXIS_POS_Z
|
||||
.. data:: KX_RAY_AXIS_NEG_X
|
||||
.. data:: KX_RAY_AXIS_NEG_Y
|
||||
.. data:: KX_RAY_AXIS_NEG_Z
|
||||
|
||||
----------------
|
||||
Dynamic Actuator
|
||||
----------------
|
||||
|
||||
See :class:`bge.types.KX_SCA_DynamicActuator`
|
||||
|
||||
.. data:: KX_DYN_RESTORE_DYNAMICS
|
||||
.. data:: KX_DYN_DISABLE_DYNAMICS
|
||||
.. data:: KX_DYN_ENABLE_RIGID_BODY
|
||||
.. data:: KX_DYN_DISABLE_RIGID_BODY
|
||||
.. data:: KX_DYN_SET_MASS
|
||||
|
||||
-------------
|
||||
Game Actuator
|
||||
-------------
|
||||
|
||||
See :class:`bge.types.KX_GameActuator`
|
||||
|
||||
.. data:: KX_GAME_LOAD
|
||||
.. data:: KX_GAME_START
|
||||
.. data:: KX_GAME_RESTART
|
||||
.. data:: KX_GAME_QUIT
|
||||
.. data:: KX_GAME_SAVECFG
|
||||
.. data:: KX_GAME_LOADCFG
|
||||
|
||||
--------------
|
||||
Scene Actuator
|
||||
--------------
|
||||
|
||||
See :class:`bge.types.KX_SceneActuator`
|
||||
|
||||
.. data:: KX_SCENE_RESTART
|
||||
.. data:: KX_SCENE_SET_SCENE
|
||||
.. data:: KX_SCENE_SET_CAMERA
|
||||
.. data:: KX_SCENE_ADD_FRONT_SCENE
|
||||
.. data:: KX_SCENE_ADD_BACK_SCENE
|
||||
.. data:: KX_SCENE_REMOVE_SCENE
|
||||
.. data:: KX_SCENE_SUSPEND
|
||||
.. data:: KX_SCENE_RESUME
|
||||
|
||||
------------
|
||||
Input Status
|
||||
------------
|
||||
|
||||
See :class:`bge.types.SCA_MouseSensor`
|
||||
|
||||
.. data:: KX_INPUT_NONE
|
||||
.. data:: KX_INPUT_JUST_ACTIVATED
|
||||
.. data:: KX_INPUT_ACTIVE
|
||||
.. data:: KX_INPUT_JUST_RELEASED
|
||||
|
||||
-------------
|
||||
Mouse Buttons
|
||||
-------------
|
||||
|
||||
See :class:`bge.types.SCA_MouseSensor`
|
||||
|
||||
.. data:: KX_MOUSE_BUT_LEFT
|
||||
.. data:: KX_MOUSE_BUT_MIDDLE
|
||||
.. data:: KX_MOUSE_BUT_RIGHT
|
||||
|
||||
------
|
||||
States
|
||||
------
|
||||
|
||||
See :class:`bge.types.KX_StateActuator`
|
||||
|
||||
.. data:: KX_STATE1
|
||||
.. data:: KX_STATE2
|
||||
.. data:: KX_STATE3
|
||||
.. data:: KX_STATE4
|
||||
.. data:: KX_STATE5
|
||||
.. data:: KX_STATE6
|
||||
.. data:: KX_STATE7
|
||||
.. data:: KX_STATE8
|
||||
.. data:: KX_STATE9
|
||||
.. data:: KX_STATE10
|
||||
.. data:: KX_STATE11
|
||||
.. data:: KX_STATE12
|
||||
.. data:: KX_STATE13
|
||||
.. data:: KX_STATE14
|
||||
.. data:: KX_STATE15
|
||||
.. data:: KX_STATE16
|
||||
.. data:: KX_STATE17
|
||||
.. data:: KX_STATE18
|
||||
.. data:: KX_STATE19
|
||||
.. data:: KX_STATE20
|
||||
.. data:: KX_STATE21
|
||||
.. data:: KX_STATE22
|
||||
.. data:: KX_STATE23
|
||||
.. data:: KX_STATE24
|
||||
.. data:: KX_STATE25
|
||||
.. data:: KX_STATE26
|
||||
.. data:: KX_STATE27
|
||||
.. data:: KX_STATE28
|
||||
.. data:: KX_STATE29
|
||||
.. data:: KX_STATE30
|
||||
.. data:: KX_STATE_OP_CLR
|
||||
.. data:: KX_STATE_OP_CPY
|
||||
.. data:: KX_STATE_OP_NEG
|
||||
.. data:: KX_STATE_OP_SET
|
||||
|
||||
---------
|
||||
2D Filter
|
||||
---------
|
||||
|
||||
.. data:: RAS_2DFILTER_BLUR
|
||||
.. data:: RAS_2DFILTER_CUSTOMFILTER
|
||||
.. data:: RAS_2DFILTER_DILATION
|
||||
.. data:: RAS_2DFILTER_DISABLED
|
||||
.. data:: RAS_2DFILTER_ENABLED
|
||||
.. data:: RAS_2DFILTER_EROSION
|
||||
.. data:: RAS_2DFILTER_GRAYSCALE
|
||||
.. data:: RAS_2DFILTER_INVERT
|
||||
.. data:: RAS_2DFILTER_LAPLACIAN
|
||||
.. data:: RAS_2DFILTER_MOTIONBLUR
|
||||
.. data:: RAS_2DFILTER_NOFILTER
|
||||
.. data:: RAS_2DFILTER_PREWITT
|
||||
.. data:: RAS_2DFILTER_SEPIA
|
||||
.. data:: RAS_2DFILTER_SHARPEN
|
||||
.. data:: RAS_2DFILTER_SOBEL
|
||||
|
||||
-------------------
|
||||
Constraint Actuator
|
||||
-------------------
|
||||
|
||||
.. data:: KX_ACT_CONSTRAINT_DISTANCE
|
||||
.. data:: KX_ACT_CONSTRAINT_DOROTFH
|
||||
.. data:: KX_ACT_CONSTRAINT_FHNX
|
||||
.. data:: KX_ACT_CONSTRAINT_FHNY
|
||||
.. data:: KX_ACT_CONSTRAINT_FHNZ
|
||||
.. data:: KX_ACT_CONSTRAINT_FHPX
|
||||
.. data:: KX_ACT_CONSTRAINT_FHPY
|
||||
.. data:: KX_ACT_CONSTRAINT_FHPZ
|
||||
.. data:: KX_ACT_CONSTRAINT_LOCAL
|
||||
.. data:: KX_ACT_CONSTRAINT_MATERIAL
|
||||
.. data:: KX_ACT_CONSTRAINT_NORMAL
|
||||
.. data:: KX_ACT_CONSTRAINT_PERMANENT
|
||||
|
||||
---------------
|
||||
Parent Actuator
|
||||
---------------
|
||||
|
||||
.. data:: KX_PARENT_REMOVE
|
||||
.. data:: KX_PARENT_SET
|
||||
|
||||
------
|
||||
Shader
|
||||
------
|
||||
|
||||
.. data:: VIEWMATRIX
|
||||
.. data:: VIEWMATRIX_INVERSE
|
||||
.. data:: VIEWMATRIX_INVERSETRANSPOSE
|
||||
.. data:: VIEWMATRIX_TRANSPOSE
|
||||
.. data:: MODELMATRIX
|
||||
.. data:: MODELMATRIX_INVERSE
|
||||
.. data:: MODELMATRIX_INVERSETRANSPOSE
|
||||
.. data:: MODELMATRIX_TRANSPOSE
|
||||
.. data:: MODELVIEWMATRIX
|
||||
.. data:: MODELVIEWMATRIX_INVERSE
|
||||
.. data:: MODELVIEWMATRIX_INVERSETRANSPOSE
|
||||
.. data:: MODELVIEWMATRIX_TRANSPOSE
|
||||
.. data:: CAM_POS
|
||||
|
||||
Current camera position
|
||||
|
||||
.. data:: CONSTANT_TIMER
|
||||
|
||||
User a timer for the uniform value.
|
||||
|
||||
.. data:: SHD_TANGENT
|
||||
|
||||
----------------
|
||||
Blender Material
|
||||
----------------
|
||||
|
||||
.. data:: BL_DST_ALPHA
|
||||
.. data:: BL_DST_COLOR
|
||||
.. data:: BL_ONE
|
||||
.. data:: BL_ONE_MINUS_DST_ALPHA
|
||||
.. data:: BL_ONE_MINUS_DST_COLOR
|
||||
.. data:: BL_ONE_MINUS_SRC_ALPHA
|
||||
.. data:: BL_ONE_MINUS_SRC_COLOR
|
||||
.. data:: BL_SRC_ALPHA
|
||||
.. data:: BL_SRC_ALPHA_SATURATE
|
||||
.. data:: BL_SRC_COLOR
|
||||
.. data:: BL_ZERO
|
Loading…
Reference in New Issue
Block a user