blender/source/gameengine/PyDoc/GameLogic.py
Brecht Van Lommel 874c29cea8 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19323:HEAD
Notes:
* blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
2009-04-20 15:06:46 +00:00

312 lines
12 KiB
Python

# $Id$
"""
Documentation for the GameLogic Module.
=======================================
Modules available in the game engine:
- GameLogic
- L{GameKeys}
- L{Rasterizer}
- L{GameTypes}
Undocumented modules:
- VideoTexture
- CValue
- Expression
- PhysicsConstraints
All the other modules are accessible through the methods in GameLogic.
See L{WhatsNew} for updates, changes and new functionality in the Game Engine Python API.
Examples::
# To get the controller thats running this python script:
co = GameLogic.getCurrentController() # GameLogic is automatically imported
# To get the game object this controller is on:
obj = co.getOwner()
L{KX_GameObject} and L{KX_Camera} or L{KX_LightObject} methods are
available depending on the type of object::
# To get a sensor linked to this controller.
# "sensorname" is the name of the sensor as defined in the Blender interface.
# +---------------------+ +--------+
# | Sensor "sensorname" +--+ Python +
# +---------------------+ +--------+
sens = co.getSensor("sensorname")
# To get a list of all sensors:
sensors = co.getSensors()
See the sensor's reference for available methods:
- L{DelaySensor<SCA_DelaySensor.SCA_DelaySensor>}
- L{JoystickSensor<SCA_JoystickSensor.SCA_JoystickSensor>}
- L{KeyboardSensor<SCA_KeyboardSensor.SCA_KeyboardSensor>}
- L{MouseFocusSensor<KX_MouseFocusSensor.KX_MouseFocusSensor>}
- L{MouseSensor<SCA_MouseSensor.SCA_MouseSensor>}
- L{NearSensor<KX_NearSensor.KX_NearSensor>}
- L{NetworkMessageSensor<KX_NetworkMessageSensor.KX_NetworkMessageSensor>}
- L{PropertySensor<SCA_PropertySensor.SCA_PropertySensor>}
- L{RadarSensor<KX_RadarSensor.KX_RadarSensor>}
- L{RandomSensor<SCA_RandomSensor.SCA_RandomSensor>}
- L{RaySensor<KX_RaySensor.KX_RaySensor>}
- L{TouchSensor<KX_TouchSensor.KX_TouchSensor>}
You can also access actuators linked to the controller::
# To get an actuator attached to the controller:
# +--------+ +-------------------------+
# + Python +--+ Actuator "actuatorname" |
# +--------+ +-------------------------+
actuator = co.getActuator("actuatorname")
# Activate an actuator
GameLogic.addActiveActuator(actuator, True)
See the actuator's reference for available methods:
- L{ActionActuator<BL_ActionActuator.BL_ActionActuator>}
- L{AddObjectActuator<KX_SCA_AddObjectActuator.KX_SCA_AddObjectActuator>}
- L{CameraActuator<KX_CameraActuator.KX_CameraActuator>}
- L{CDActuator<KX_CDActuator.KX_CDActuator>}
- L{ConstraintActuator<KX_ConstraintActuator.KX_ConstraintActuator>}
- L{EndObjectActuator<KX_SCA_EndObjectActuator.KX_SCA_EndObjectActuator>}
- L{GameActuator<KX_GameActuator.KX_GameActuator>}
- L{IpoActuator<KX_IpoActuator.KX_IpoActuator>}
- L{NetworkMessageActuator<KX_NetworkMessageActuator.KX_NetworkMessageActuator>}
- L{ObjectActuator<KX_ObjectActuator.KX_ObjectActuator>}
- L{PropertyActuator<SCA_PropertyActuator.SCA_PropertyActuator>}
- L{RandomActuator<SCA_RandomActuator.SCA_RandomActuator>}
- L{ReplaceMeshActuator<KX_SCA_ReplaceMeshActuator.KX_SCA_ReplaceMeshActuator>}
- L{SceneActuator<KX_SceneActuator.KX_SceneActuator>}
- L{SoundActuator<KX_SoundActuator.KX_SoundActuator>}
- L{TrackToActuator<KX_TrackToActuator.KX_TrackToActuator>}
- L{VisibilityActuator<KX_VisibilityActuator.KX_VisibilityActuator>}
- L{DynamicActuator<KX_SCA_DynamicActuator.KX_SCA_DynamicActuator>}
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 L{KX_Scene}::
# Get the current scene
scene = GameLogic.getCurrentScene()
# Get the current camera
cam = scene.active_camera
Matricies as used by the game engine are B{row major}::
matrix[row][col] = blah
L{KX_Camera} has some examples using matricies.
@group Constants: KX_TRUE, KX_FALSE
@var KX_TRUE: True value used by some modules.
@var KX_FALSE: False value used by some modules.
@group Property Sensor: KX_PROPSENSOR_EQUAL, KX_PROPSENSOR_NOTEQUAL, KX_PROPSENSOR_INTERVAL, KX_PROPSENSOR_CHANGED, KX_PROPSENSOR_EXPRESSION
@var KX_PROPSENSOR_EQUAL: Activate when the property is equal to the sensor value.
@var KX_PROPSENSOR_NOTEQUAL: Activate when the property is not equal to the sensor value.
@var KX_PROPSENSOR_INTERVAL: Activate when the property is between the specified limits.
@var KX_PROPSENSOR_CHANGED: Activate when the property changes
@var KX_PROPSENSOR_EXPRESSION: Activate when the expression matches
@group Constraint Actuator: KX_CONSTRAINTACT_LOCX, KX_CONSTRAINTACT_LOCY, KX_CONSTRAINTACT_LOCZ, KX_CONSTRAINTACT_ROTX, KX_CONSTRAINTACT_ROTY, KX_CONSTRAINTACT_ROTZ
@var KX_CONSTRAINTACT_LOCX: See L{KX_ConstraintActuator}
@var KX_CONSTRAINTACT_LOCY: See L{KX_ConstraintActuator}
@var KX_CONSTRAINTACT_LOCZ: See L{KX_ConstraintActuator}
@var KX_CONSTRAINTACT_ROTX: See L{KX_ConstraintActuator}
@var KX_CONSTRAINTACT_ROTY: See L{KX_ConstraintActuator}
@var KX_CONSTRAINTACT_ROTZ: See L{KX_ConstraintActuator}
@group IPO Actuator: KX_IPOACT_PLAY, KX_IPOACT_PINGPONG, KX_IPOACT_FLIPPER, KX_IPOACT_LOOPSTOP, KX_IPOACT_LOOPEND
@var KX_IPOACT_PLAY: See L{KX_IpoActuator}
@var KX_IPOACT_PINGPONG: See L{KX_IpoActuator}
@var KX_IPOACT_FLIPPER: See L{KX_IpoActuator}
@var KX_IPOACT_LOOPSTOP: See L{KX_IpoActuator}
@var KX_IPOACT_LOOPEND: See L{KX_IpoActuator}
@group Random Distributions: KX_RANDOMACT_BOOL_CONST, KX_RANDOMACT_BOOL_UNIFORM, KX_RANDOMACT_BOOL_BERNOUILLI, KX_RANDOMACT_INT_CONST, KX_RANDOMACT_INT_UNIFORM, KX_RANDOMACT_INT_POISSON, KX_RANDOMACT_FLOAT_CONST, KX_RANDOMACT_FLOAT_UNIFORM, KX_RANDOMACT_FLOAT_NORMAL, KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL
@var KX_RANDOMACT_BOOL_CONST: See L{SCA_RandomActuator}
@var KX_RANDOMACT_BOOL_UNIFORM: See L{SCA_RandomActuator}
@var KX_RANDOMACT_BOOL_BERNOUILLI: See L{SCA_RandomActuator}
@var KX_RANDOMACT_INT_CONST: See L{SCA_RandomActuator}
@var KX_RANDOMACT_INT_UNIFORM: See L{SCA_RandomActuator}
@var KX_RANDOMACT_INT_POISSON: See L{SCA_RandomActuator}
@var KX_RANDOMACT_FLOAT_CONST: See L{SCA_RandomActuator}
@var KX_RANDOMACT_FLOAT_UNIFORM: See L{SCA_RandomActuator}
@var KX_RANDOMACT_FLOAT_NORMAL: See L{SCA_RandomActuator}
@var KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL: See L{SCA_RandomActuator}
@group Action Actuator: KX_ACTIONACT_PLAY, KX_ACTIONACT_FLIPPER, KX_ACTIONACT_LOOPSTOP, KX_ACTIONACT_LOOPEND, KX_ACTIONACT_PROPERTY
@var KX_ACTIONACT_PLAY: See L{BL_ActionActuator}
@var KX_ACTIONACT_FLIPPER: See L{BL_ActionActuator}
@var KX_ACTIONACT_LOOPSTOP: See L{BL_ActionActuator}
@var KX_ACTIONACT_LOOPEND: See L{BL_ActionActuator}
@var KX_ACTIONACT_PROPERTY: See L{BL_ActionActuator}
@group Sound Actuator: KX_SOUNDACT_PLAYSTOP, KX_SOUNDACT_PLAYEND, KX_SOUNDACT_LOOPSTOP, KX_SOUNDACT_LOOPEND, KX_SOUNDACT_LOOPBIDIRECTIONAL, KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP
@var KX_SOUNDACT_PLAYSTOP: See L{KX_SoundActuator}
@var KX_SOUNDACT_PLAYEND: See L{KX_SoundActuator}
@var KX_SOUNDACT_LOOPSTOP: See L{KX_SoundActuator}
@var KX_SOUNDACT_LOOPEND: See L{KX_SoundActuator}
@var KX_SOUNDACT_LOOPBIDIRECTIONAL: See L{KX_SoundActuator}
@var KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP: See L{KX_SoundActuator}
@group Radar Sensor: KX_RADAR_AXIS_POS_X, KX_RADAR_AXIS_POS_Y, KX_RADAR_AXIS_POS_Z, KX_RADAR_AXIS_NEG_X, KX_RADAR_AXIS_NEG_Y, KX_RADAR_AXIS_NEG_Z
@var KX_RADAR_AXIS_POS_X: See L{KX_RadarSensor}
@var KX_RADAR_AXIS_POS_Y: See L{KX_RadarSensor}
@var KX_RADAR_AXIS_POS_Z: See L{KX_RadarSensor}
@var KX_RADAR_AXIS_NEG_X: See L{KX_RadarSensor}
@var KX_RADAR_AXIS_NEG_Y: See L{KX_RadarSensor}
@var KX_RADAR_AXIS_NEG_Z: See L{KX_RadarSensor}
@group Ray Sensor: KX_RAY_AXIS_POS_X, KX_RAY_AXIS_POS_Y, KX_RAY_AXIS_POS_Z, KX_RAY_AXIS_NEG_X, KX_RAY_AXIS_NEG_Y, KX_RAY_AXIS_NEG_Z
@var KX_RAY_AXIS_POS_X: See L{KX_RaySensor}
@var KX_RAY_AXIS_POS_Y: See L{KX_RaySensor}
@var KX_RAY_AXIS_POS_Z: See L{KX_RaySensor}
@var KX_RAY_AXIS_NEG_X: See L{KX_RaySensor}
@var KX_RAY_AXIS_NEG_Y: See L{KX_RaySensor}
@var KX_RAY_AXIS_NEG_Z: See L{KX_RaySensor}
@group Dynamic Actuator: KX_DYN_RESTORE_DYNAMICS, KX_DYN_DISABLE_DYNAMICS, KX_DYN_ENABLE_RIGID_BODY, KX_DYN_DISABLE_RIGID_BODY, KX_DYN_SET_MASS
@var KX_DYN_RESTORE_DYNAMICS: See L{KX_SCA_DynamicActuator}
@var KX_DYN_DISABLE_DYNAMICS: See L{KX_SCA_DynamicActuator}
@var KX_DYN_ENABLE_RIGID_BODY: See L{KX_SCA_DynamicActuator}
@var KX_DYN_DISABLE_RIGID_BODY: See L{KX_SCA_DynamicActuator}
@var KX_DYN_SET_MASS: See L{KX_SCA_DynamicActuator}
@group Input Status: KX_INPUT_NONE, KX_INPUT_JUST_ACTIVATED, KX_INPUT_ACTIVE, KX_INPUT_JUST_RELEASED
@var KX_INPUT_NONE: See L{SCA_MouseSensor}
@var KX_INPUT_JUST_ACTIVATED: See L{SCA_MouseSensor}
@var KX_INPUT_ACTIVE: See L{SCA_MouseSensor}
@var KX_INPUT_JUST_RELEASED: See L{SCA_MouseSensor}
@group Mouse Buttons: KX_MOUSE_BUT_LEFT, KX_MOUSE_BUT_MIDDLE, KX_MOUSE_BUT_RIGHT
@var KX_MOUSE_BUT_LEFT: See L{SCA_MouseSensor}
@var KX_MOUSE_BUT_MIDDLE: See L{SCA_MouseSensor}
@var KX_MOUSE_BUT_RIGHT: See L{SCA_MouseSensor}
"""
def getCurrentController():
"""
Gets the Python controller associated with this Python script.
@rtype: L{SCA_PythonController}
"""
def getCurrentScene():
"""
Gets the current Scene.
@rtype: L{KX_Scene}
"""
def addActiveActuator(actuator, activate):
"""
Activates the given actuator.
@type actuator: L{SCA_IActuator} or the actuator name as a string.
@type activate: boolean
@param activate: whether to activate or deactivate the given actuator.
"""
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 getRandomFloat():
"""
Returns a random floating point value in the range [0...1)
"""
def setGravity(gravity):
"""
Sets the world gravity.
@type gravity: list [fx, fy, fz]
"""
def getSpectrum():
"""
Returns a 512 point list from the sound card.
This only works if the fmod sound driver is being used.
@rtype: list [float], len(getSpectrum()) == 512
"""
def stopDSP():
"""
Stops the sound driver using DSP effects.
Only the fmod sound driver supports this.
DSP can be computationally expensive.
"""
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 30 Hz.
@param ticrate: The new logic update frequency (in Hz).
@type ticrate: float
"""
def getPhysicsTicRate():
"""
Gets the physics update frequency
@return: The physics update frequency in Hz
@rtype: float
"""
def 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.
@param ticrate: The new update frequency (in Hz).
@type ticrate: float
"""
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
"""