diff options
author | Campbell Barton <ideasman42@gmail.com> | 2009-05-13 14:15:19 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2009-05-13 14:15:19 +0400 |
commit | 24f326fb014be09b63850ef1effd02f9697ccf79 (patch) | |
tree | af1f930ead12ec9a56e7725a8f1337e3789a7baa /source/gameengine/PyDoc/GameLogic.py | |
parent | b22605c4dfc31f4e6e1419ca19cbd2ada57c52ce (diff) |
Moved game engine types into GameTypes.py because every type put into a module giving lots of references to KX_GameObject.KX_GameObject and having to write in links like L{CListValue<CListValue.CListValue>}.
Looked into ways around this but epydoc has no way to import a class without its module and the @include field is maked as 'TODO'.
Also removed the outdated 'WhatsNew' section and linked to the 2.49 release notes.
Diffstat (limited to 'source/gameengine/PyDoc/GameLogic.py')
-rw-r--r-- | source/gameengine/PyDoc/GameLogic.py | 70 |
1 files changed, 35 insertions, 35 deletions
diff --git a/source/gameengine/PyDoc/GameLogic.py b/source/gameengine/PyDoc/GameLogic.py index d16c00ca272..a0be06e8830 100644 --- a/source/gameengine/PyDoc/GameLogic.py +++ b/source/gameengine/PyDoc/GameLogic.py @@ -17,7 +17,7 @@ Documentation for the GameLogic Module. 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. + See U{release notes<http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.49/Game_Engine>} for updates, changes and new functionality in the Game Engine Python API. Examples:: # To get the controller thats running this python script: @@ -38,18 +38,18 @@ Documentation for the GameLogic Module. 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>} + - L{DelaySensor<GameTypes.SCA_DelaySensor>} + - L{JoystickSensor<GameTypes.SCA_JoystickSensor>} + - L{KeyboardSensor<GameTypes.SCA_KeyboardSensor>} + - L{MouseFocusSensor<GameTypes.KX_MouseFocusSensor>} + - L{MouseSensor<GameTypes.SCA_MouseSensor>} + - L{NearSensor<GameTypes.KX_NearSensor>} + - L{NetworkMessageSensor<GameTypes.KX_NetworkMessageSensor>} + - L{PropertySensor<GameTypes.SCA_PropertySensor>} + - L{RadarSensor<GameTypes.KX_RadarSensor>} + - L{RandomSensor<GameTypes.SCA_RandomSensor>} + - L{RaySensor<GameTypes.KX_RaySensor>} + - L{TouchSensor<GameTypes.KX_TouchSensor>} You can also access actuators linked to the controller:: # To get an actuator attached to the controller: @@ -62,28 +62,28 @@ Documentation for the GameLogic Module. controller.activate(actuator) See the actuator's reference for available methods: - - L{2DFilterActuator<SCA_2DFilterActuator.SCA_2DFilterActuator>} - - 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{DynamicActuator<KX_SCA_DynamicActuator.KX_SCA_DynamicActuator>} - - 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{ParentActuator<KX_ParentActuator.KX_ParentActuator>} - - 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{ShapeActionActuator<BL_ShapeActionActuator.BL_ShapeActionActuator>} - - L{SoundActuator<KX_SoundActuator.KX_SoundActuator>} - - L{StateActuator<KX_StateActuator.KX_StateActuator>} - - L{TrackToActuator<KX_TrackToActuator.KX_TrackToActuator>} - - L{VisibilityActuator<KX_VisibilityActuator.KX_VisibilityActuator>} + - L{2DFilterActuator<GameTypes.SCA_2DFilterActuator>} + - L{ActionActuator<GameTypes.BL_ActionActuator>} + - L{AddObjectActuator<GameTypes.KX_SCA_AddObjectActuator>} + - L{CameraActuator<GameTypes.KX_CameraActuator>} + - L{CDActuator<GameTypes.KX_CDActuator>} + - L{ConstraintActuator<GameTypes.KX_ConstraintActuator>} + - L{DynamicActuator<GameTypes.KX_SCA_DynamicActuator>} + - L{EndObjectActuator<GameTypes.KX_SCA_EndObjectActuator>} + - L{GameActuator<GameTypes.KX_GameActuator>} + - L{IpoActuator<GameTypes.KX_IpoActuator>} + - L{NetworkMessageActuator<GameTypes.KX_NetworkMessageActuator>} + - L{ObjectActuator<GameTypes.KX_ObjectActuator>} + - L{ParentActuator<GameTypes.KX_ParentActuator>} + - L{PropertyActuator<GameTypes.SCA_PropertyActuator>} + - L{RandomActuator<GameTypes.SCA_RandomActuator>} + - L{ReplaceMeshActuator<GameTypes.KX_SCA_ReplaceMeshActuator>} + - L{SceneActuator<GameTypes.KX_SceneActuator>} + - L{ShapeActionActuator<GameTypes.BL_ShapeActionActuator>} + - L{SoundActuator<GameTypes.KX_SoundActuator>} + - L{StateActuator<GameTypes.KX_StateActuator>} + - L{TrackToActuator<GameTypes.KX_TrackToActuator>} + - L{VisibilityActuator<GameTypes.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. |