forked from bartvdbraak/blender
950 lines
21 KiB
ReStructuredText
950 lines
21 KiB
ReStructuredText
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Game Logic (bge.logic)
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======================
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*****
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Intro
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*****
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Module to access logic functions, imported automatically into the python controllers namespace.
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.. module:: bge.logic
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.. code-block:: python
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# To get the controller thats running this python script:
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cont = bge.logic.getCurrentController() # bge.logic 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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: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
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.. code-block:: python
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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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.. hlist::
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:columns: 3
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* :class:`~bge.types.KX_MouseFocusSensor`
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* :class:`~bge.types.KX_NearSensor`
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* :class:`~bge.types.KX_NetworkMessageSensor`
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* :class:`~bge.types.KX_RadarSensor`
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* :class:`~bge.types.KX_RaySensor`
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* :class:`~bge.types.KX_TouchSensor`
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* :class:`~bge.types.SCA_DelaySensor`
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* :class:`~bge.types.SCA_JoystickSensor`
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* :class:`~bge.types.SCA_KeyboardSensor`
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* :class:`~bge.types.SCA_MouseSensor`
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* :class:`~bge.types.SCA_PropertySensor`
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* :class:`~bge.types.SCA_RandomSensor`
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You can also access actuators linked to the controller
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.. code-block:: python
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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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.. hlist::
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:columns: 3
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* :class:`~bge.types.BL_ActionActuator`
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* :class:`~bge.types.BL_ShapeActionActuator`
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* :class:`~bge.types.KX_CameraActuator`
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* :class:`~bge.types.KX_ConstraintActuator`
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* :class:`~bge.types.KX_GameActuator`
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* :class:`~bge.types.KX_IpoActuator`
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* :class:`~bge.types.KX_NetworkMessageActuator`
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* :class:`~bge.types.KX_ObjectActuator`
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* :class:`~bge.types.KX_ParentActuator`
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* :class:`~bge.types.KX_SCA_AddObjectActuator`
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* :class:`~bge.types.KX_SCA_DynamicActuator`
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* :class:`~bge.types.KX_SCA_EndObjectActuator`
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* :class:`~bge.types.KX_SCA_ReplaceMeshActuator`
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* :class:`~bge.types.KX_SceneActuator`
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* :class:`~bge.types.KX_SoundActuator`
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* :class:`~bge.types.KX_StateActuator`
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* :class:`~bge.types.KX_TrackToActuator`
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* :class:`~bge.types.KX_VisibilityActuator`
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* :class:`~bge.types.SCA_2DFilterActuator`
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* :class:`~bge.types.SCA_PropertyActuator`
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* :class:`~bge.types.SCA_RandomActuator`
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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 :class:`bge.types.KX_Scene`
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.. code-block:: python
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# Get the current scene
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scene = bge.logic.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 **row major**
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``matrix[row][col] = float``
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:class:`bge.types.KX_Camera` has some examples using matricies.
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*********
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Variables
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*********
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.. data:: globalDict
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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.
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It can also be written to a file and loaded 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 can be saved, GameObjects, Actuators etc will not work as expected.
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.. data:: keyboard
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The current keyboard wrapped in an :class:`~bge.types.SCA_PythonKeyboard` object.
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.. data:: mouse
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The current mouse wrapped in an :class:`~bge.types.SCA_PythonMouse` object.
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*****************
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General functions
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*****************
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.. function:: getCurrentController()
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Gets the Python controller associated with this Python script.
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:rtype: :class:`bge.types.SCA_PythonController`
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.. function:: getCurrentScene()
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Gets the current Scene.
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:rtype: :class:`bge.types.KX_Scene`
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.. function:: getSceneList()
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Gets a list of the current scenes loaded in the game engine.
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:rtype: list of :class:`bge.types.KX_Scene`
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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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.. function:: loadGlobalDict()
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Loads bge.logic.globalDict from a file.
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.. function:: saveGlobalDict()
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Saves bge.logic.globalDict to a file.
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.. function:: startGame(blend)
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Loads the blend file.
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:arg blend: The name of the blend file
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:type blend: string
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.. function:: endGame()
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Ends the current game.
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.. function:: restartGame()
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Restarts the current game by reloading the .blend file (the last saved version, not what is currently running).
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.. function:: LibLoad(blend, type, data, load_actions=False, verbose=False)
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Converts the all of the datablocks of the given type from the given blend.
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:arg blend: The path to the blend file (or the name to use for the library if data is supplied)
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:type blend: string
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:arg type: The datablock type (currently only "Action", "Mesh" and "Scene" are supported)
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:type type: string
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:arg data: Binary data from a blend file (optional)
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:type data: bytes
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:arg load_actions: Search for and load all actions in a given Scene and not just the "active" actions (Scene type only)
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:type load_actions: bool
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:arg verbose: Whether or not to print debugging information (e.g., "SceneName: Scene")
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:type verbose: bool
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.. function:: LibNew(name, type, data)
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Uses existing datablock data and loads in as a new library.
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:arg name: A unique library name used for removal later
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:type name: string
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:arg type: The datablock type (currently only "Mesh" is supported)
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:type type: string
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:arg data: A list of names of the datablocks to load
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:type data: list of strings
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.. function:: LibFree(name)
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Frees a library, removing all objects and meshes from the currently active scenes.
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:arg name: The name of the library to free (the name used in LibNew)
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:type name: string
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.. function:: LibList()
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Returns a list of currently loaded libraries.
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:rtype: list [str]
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.. function:: addScene(name, overlay=1)
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Loads a scene into the game engine.
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.. note::
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This function is not effective immediately, the scene is queued
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and added on the next logic cycle where it will be available
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from `getSceneList`
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:arg name: The name of the scene
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:type name: string
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:arg overlay: Overlay or underlay (optional)
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:type overlay: integer
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.. function:: sendMessage(subject, body="", to="", message_from="")
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Sends a message to sensors in any active scene.
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:arg subject: The subject of the message
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:type subject: string
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:arg body: The body of the message (optional)
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:type body: string
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:arg to: The name of the object to send the message to (optional)
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:type to: string
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:arg message_from: The name of the object that the message is coming from (optional)
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:type message_from: string
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.. function:: setGravity(gravity)
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Sets the world gravity.
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:type gravity: list [fx, fy, fz]
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.. function:: getSpectrum()
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Returns a 512 point list from the sound card.
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This only works if the fmod sound driver is being used.
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:rtype: list [float], len(getSpectrum()) == 512
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.. function:: stopDSP()
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Stops the sound driver using DSP effects.
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Only the fmod sound driver supports this.
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DSP can be computationally expensive.
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.. function:: getMaxLogicFrame()
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Gets the maximum number of logic frames per render frame.
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:return: The maximum number of logic frames per render frame
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:rtype: integer
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.. function:: setMaxLogicFrame(maxlogic)
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Sets the maximum number of logic frames that are executed per render frame.
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This does not affect the physic system that still runs at full frame rate.
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:arg maxlogic: The new maximum number of logic frames per render frame. Valid values: 1..5
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:type maxlogic: integer
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.. function:: getMaxPhysicsFrame()
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Gets the maximum number of physics frames per render frame.
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:return: The maximum number of physics frames per render frame
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:rtype: integer
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.. function:: setMaxPhysicsFrame(maxphysics)
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Sets the maximum number of physics timestep that are executed per render frame.
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Higher value allows physics to keep up with realtime even if graphics slows down the game.
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Physics timestep is fixed and equal to 1/tickrate (see setLogicTicRate)
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maxphysics/ticrate is the maximum delay of the renderer that physics can compensate.
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:arg maxphysics: The new maximum number of physics timestep per render frame. Valid values: 1..5.
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:type maxphysics: integer
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.. function:: getLogicTicRate()
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Gets the logic update frequency.
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:return: The logic frequency in Hz
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:rtype: float
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.. function:: setLogicTicRate(ticrate)
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Sets the logic update frequency.
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The logic update frequency is the number of times logic bricks are executed every second.
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The default is 60 Hz.
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:arg ticrate: The new logic update frequency (in Hz).
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:type ticrate: float
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.. function:: getPhysicsTicRate()
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Gets the physics update frequency
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:return: The physics update frequency in Hz
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:rtype: float
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.. warning: Not implimented yet
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.. function:: setPhysicsTicRate(ticrate)
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Sets the physics update frequency
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The physics update frequency is the number of times the physics system is executed every second.
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The default is 60 Hz.
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:arg ticrate: The new update frequency (in Hz).
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:type ticrate: float
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.. warning: Not implimented yet
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*****************
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Utility functions
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*****************
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.. function:: expandPath(path)
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Converts a blender internal path into a proper file system path.
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Use / as directory separator in path
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You can use '//' at the start of the string to define a relative path;
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Blender replaces that string by the directory of the startup .blend or runtime file
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to make a full path name (doesn't change during the game, even if you load other .blend).
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The function also converts the directory separator to the local file system format.
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:arg path: The path string to be converted/expanded.
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:type path: string
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:return: The converted string
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:rtype: string
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.. function:: getAverageFrameRate()
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Gets the estimated/average framerate for all the active scenes, not only the current scene.
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:return: The estimated average framerate in frames per second
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:rtype: float
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.. function:: getBlendFileList(path = "//")
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Returns a list of blend files in the same directory as the open blend file, or from using the option argument.
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:arg path: Optional directory argument, will be expanded (like expandPath) into the full path.
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:type path: string
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:return: A list of filenames, with no directory prefix
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:rtype: list
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.. function:: getRandomFloat()
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Returns a random floating point value in the range [0 - 1)
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.. function:: PrintGLInfo()
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Prints GL Extension Info into the console
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*********
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Constants
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*********
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.. data:: KX_TRUE
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True value used by some modules.
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.. data:: KX_FALSE
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False value used by some modules.
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=======
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Sensors
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=======
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.. _sensor-status:
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-------------
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Sensor Status
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-------------
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.. data:: KX_SENSOR_INACTIVE
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.. data:: KX_SENSOR_JUST_ACTIVATED
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.. data:: KX_SENSOR_ACTIVE
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.. data:: KX_SENSOR_JUST_DEACTIVATED
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.. _logic-property-sensor:
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---------------
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Property Sensor
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---------------
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.. data:: KX_PROPSENSOR_EQUAL
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Activate when the property is equal to the sensor value.
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:value: 1
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.. data:: KX_PROPSENSOR_NOTEQUAL
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Activate when the property is not equal to the sensor value.
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:value: 2
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.. data:: KX_PROPSENSOR_INTERVAL
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Activate when the property is between the specified limits.
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:value: 3
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.. data:: KX_PROPSENSOR_CHANGED
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Activate when the property changes
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:value: 4
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.. data:: KX_PROPSENSOR_EXPRESSION
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Activate when the expression matches
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:value: 5
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------------
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Radar Sensor
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------------
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See :class:`bge.types.KX_RadarSensor`
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.. data:: KX_RADAR_AXIS_POS_X
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.. data:: KX_RADAR_AXIS_POS_Y
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.. data:: KX_RADAR_AXIS_POS_Z
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.. data:: KX_RADAR_AXIS_NEG_X
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.. data:: KX_RADAR_AXIS_NEG_Y
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.. data:: KX_RADAR_AXIS_NEG_Z
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----------
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Ray Sensor
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----------
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See :class:`bge.types.KX_RaySensor`
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.. data:: KX_RAY_AXIS_POS_X
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.. data:: KX_RAY_AXIS_POS_Y
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.. data:: KX_RAY_AXIS_POS_Z
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.. data:: KX_RAY_AXIS_NEG_X
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.. data:: KX_RAY_AXIS_NEG_Y
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.. data:: KX_RAY_AXIS_NEG_Z
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=========
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Actuators
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=========
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.. _action-actuator:
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---------------
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Action Actuator
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---------------
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See :class:`bge.types.BL_ActionActuator`
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.. data:: KX_ACTIONACT_PLAY
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.. data:: KX_ACTIONACT_FLIPPER
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.. data:: KX_ACTIONACT_LOOPSTOP
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.. data:: KX_ACTIONACT_LOOPEND
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.. data:: KX_ACTIONACT_PROPERTY
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-------------------
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Constraint Actuator
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-------------------
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.. _constraint-actuator-option:
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See :class:`bge.types.KX_ConstraintActuator.option`
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* Applicable to Distance constraint:
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.. data:: KX_ACT_CONSTRAINT_NORMAL
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Activate alignment to surface
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.. data:: KX_ACT_CONSTRAINT_DISTANCE
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Activate distance control
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.. data:: KX_ACT_CONSTRAINT_LOCAL
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Direction of the ray is along the local axis
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* Applicable to Force field constraint:
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.. data:: KX_ACT_CONSTRAINT_DOROTFH
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Force field act on rotation as well
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* Applicable to both:
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.. data:: KX_ACT_CONSTRAINT_MATERIAL
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Detect material rather than property
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.. data:: KX_ACT_CONSTRAINT_PERMANENT
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No deactivation if ray does not hit target
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.. _constraint-actuator-limit:
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See :class:`bge.types.KX_ConstraintActuator.limit`
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.. data:: KX_CONSTRAINTACT_LOCX
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Limit X coord.
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.. data:: KX_CONSTRAINTACT_LOCY
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Limit Y coord
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.. data:: KX_CONSTRAINTACT_LOCZ
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Limit Z coord
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.. data:: KX_CONSTRAINTACT_ROTX
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Limit X rotation
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.. data:: KX_CONSTRAINTACT_ROTY
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Limit Y rotation
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.. data:: KX_CONSTRAINTACT_ROTZ
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Limit Z rotation
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.. data:: KX_CONSTRAINTACT_DIRNX
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Set distance along negative X axis
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.. data:: KX_CONSTRAINTACT_DIRNY
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Set distance along negative Y axis
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.. data:: KX_CONSTRAINTACT_DIRNZ
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Set distance along negative Z axis
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.. data:: KX_CONSTRAINTACT_DIRPX
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Set distance along positive X axis
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.. data:: KX_CONSTRAINTACT_DIRPY
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Set distance along positive Y axis
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.. data:: KX_CONSTRAINTACT_DIRPZ
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Set distance along positive Z axis
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.. data:: KX_CONSTRAINTACT_ORIX
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Set orientation of X axis
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.. data:: KX_CONSTRAINTACT_ORIY
|
|
|
|
Set orientation of Y axis
|
|
|
|
.. data:: KX_CONSTRAINTACT_ORIZ
|
|
|
|
Set orientation of Z axis
|
|
|
|
.. data:: KX_ACT_CONSTRAINT_FHNX
|
|
|
|
Set force field along negative X axis
|
|
|
|
.. data:: KX_ACT_CONSTRAINT_FHNY
|
|
|
|
Set force field along negative Y axis
|
|
|
|
.. data:: KX_ACT_CONSTRAINT_FHNZ
|
|
|
|
Set force field along negative Z axis
|
|
|
|
.. data:: KX_ACT_CONSTRAINT_FHPX
|
|
|
|
Set force field along positive X axis
|
|
|
|
.. data:: KX_ACT_CONSTRAINT_FHPY
|
|
|
|
Set force field along positive Y axis
|
|
|
|
.. data:: KX_ACT_CONSTRAINT_FHPZ
|
|
|
|
Set force field along positive Z axis
|
|
|
|
----------------
|
|
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:
|
|
|
|
-------------
|
|
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
|
|
|
|
.. _ipo-actuator:
|
|
|
|
------------
|
|
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
|
|
|
|
---------------
|
|
Parent Actuator
|
|
---------------
|
|
|
|
.. data:: KX_PARENT_REMOVE
|
|
.. data:: KX_PARENT_SET
|
|
|
|
.. _logic-random-distributions:
|
|
|
|
--------------------
|
|
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
|
|
|
|
--------------
|
|
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
|
|
|
|
.. _shape-action-actuator:
|
|
|
|
---------------------
|
|
Shape 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
|
|
|
|
.. _logic-sound-actuator:
|
|
|
|
--------------
|
|
Sound Actuator
|
|
--------------
|
|
|
|
See :class:`bge.types.KX_SoundActuator`
|
|
|
|
.. data:: KX_SOUNDACT_PLAYSTOP
|
|
|
|
:value: 1
|
|
|
|
.. data:: KX_SOUNDACT_PLAYEND
|
|
|
|
:value: 2
|
|
|
|
.. data:: KX_SOUNDACT_LOOPSTOP
|
|
|
|
:value: 3
|
|
|
|
.. data:: KX_SOUNDACT_LOOPEND
|
|
|
|
:value: 4
|
|
|
|
.. data:: KX_SOUNDACT_LOOPBIDIRECTIONAL
|
|
|
|
:value: 5
|
|
|
|
.. data:: KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP
|
|
|
|
:value: 6
|
|
|
|
|
|
=======
|
|
Various
|
|
=======
|
|
|
|
.. _input-status:
|
|
|
|
------------
|
|
Input Status
|
|
------------
|
|
|
|
See :class:`bge.types.SCA_PythonKeyboard`, :class:`bge.types.SCA_PythonMouse`, :class:`bge.types.SCA_MouseSensor`, :class:`bge.types.SCA_KeyboardSensor`
|
|
|
|
.. 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
|
|
|
|
.. _state-actuator-operation:
|
|
|
|
See :class:`bge.types.KX_StateActuator.operation`
|
|
|
|
.. data:: KX_STATE_OP_CLR
|
|
|
|
Substract bits to state mask
|
|
|
|
:value: 0
|
|
|
|
.. data:: KX_STATE_OP_CPY
|
|
|
|
Copy state mask
|
|
|
|
:value: 1
|
|
|
|
.. data:: KX_STATE_OP_NEG
|
|
|
|
Invert bits to state mask
|
|
|
|
:value: 2
|
|
|
|
.. data:: KX_STATE_OP_SET
|
|
|
|
Add bits to state mask
|
|
|
|
:value: 3
|
|
|
|
.. _Two-D-FilterActuator-mode:
|
|
|
|
---------
|
|
2D Filter
|
|
---------
|
|
|
|
.. data:: RAS_2DFILTER_BLUR
|
|
|
|
:value: 2
|
|
|
|
.. data:: RAS_2DFILTER_CUSTOMFILTER
|
|
|
|
Customer filter, the code code is set via shaderText property.
|
|
|
|
:value: 12
|
|
|
|
.. data:: RAS_2DFILTER_DILATION
|
|
|
|
:value: 4
|
|
|
|
.. data:: RAS_2DFILTER_DISABLED
|
|
|
|
Disable the filter that is currently active
|
|
|
|
:value: -1
|
|
|
|
.. data:: RAS_2DFILTER_ENABLED
|
|
|
|
Enable the filter that was previously disabled
|
|
|
|
:value: -2
|
|
|
|
.. data:: RAS_2DFILTER_EROSION
|
|
|
|
:value: 5
|
|
|
|
.. data:: RAS_2DFILTER_GRAYSCALE
|
|
|
|
:value: 9
|
|
|
|
.. data:: RAS_2DFILTER_INVERT
|
|
|
|
:value: 11
|
|
|
|
.. data:: RAS_2DFILTER_LAPLACIAN
|
|
|
|
:value: 6
|
|
|
|
.. data:: RAS_2DFILTER_MOTIONBLUR
|
|
|
|
Create and enable preset filters
|
|
|
|
:value: 1
|
|
|
|
.. data:: RAS_2DFILTER_NOFILTER
|
|
|
|
Disable and destroy the filter that is currently active
|
|
|
|
:value: 0
|
|
|
|
.. data:: RAS_2DFILTER_PREWITT
|
|
|
|
:value: 8
|
|
|
|
.. data:: RAS_2DFILTER_SEPIA
|
|
|
|
:value: 10
|
|
|
|
.. data:: RAS_2DFILTER_SHARPEN
|
|
|
|
:value: 3
|
|
|
|
.. data:: RAS_2DFILTER_SOBEL
|
|
|
|
:value: 7
|
|
|
|
------
|
|
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
|