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Diffstat (limited to 'source/gameengine/PyDoc/GameLogic.py')
-rw-r--r--source/gameengine/PyDoc/GameLogic.py137
1 files changed, 90 insertions, 47 deletions
diff --git a/source/gameengine/PyDoc/GameLogic.py b/source/gameengine/PyDoc/GameLogic.py
index 08f71e50f97..d4fccc7c3a0 100644
--- a/source/gameengine/PyDoc/GameLogic.py
+++ b/source/gameengine/PyDoc/GameLogic.py
@@ -17,65 +17,108 @@ Documentation for the GameLogic Module.
# To get the game object associated with this controller:
obj = co.getOwner()
- L{KX_GameObject} and possibly L{KX_Camera} and L{KX_Light} methods are
+ L{KX_GameObject} and L{KX_Camera} or L{KX_Light} methods are
available depending on the type of object::
# To get a sensor linked to this controller.
# "sensorname" is the name of the sensor as defined in the Blender interface.
+ # +---------------------+ +--------+
+ # | Sensor "sensorname" +--+ Python +
+ # +---------------------+ +--------+
sens = co.getSensor("sensorname")
- L{KX_NetworkMessageSensor}, L{KX_RaySensor}, L{KX_TouchSensor}, L{SCA_KeyboardSensor},
- L{SCA_MouseSensor}, L{SCA_PropertySensor} and L{SCA_RandomSensor} methods are available,
- depending on the type of sensor::
+
# To get a list of all sensors:
- sensors = co.B{getSensors}()
+ sensors = co.getSensors()
+
+ See the sensor's reference for available methods:
+ - L{KX_NetworkMessageSensor}
+ - L{KX_RaySensor}
+ - L{KX_MouseFocusSensor}
+ - L{KX_NearSensor}
+ - L{KX_RadarSensor}
+ - L{KX_TouchSensor}
+ - L{SCA_KeyboardSensor}
+ - L{SCA_MouseSensor}
+ - L{SCA_PropertySensor}
+ - L{SCA_RandomSensor}
+
+ 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{BL_ActionActuator}
+ - L{KX_CameraActuator}
+ - L{KX_CDActuator}
+ - L{KX_ConstraintActuator}
+ - L{KX_GameActuator}
+ - L{KX_IpoActuator}
+ - L{KX_NetworkMessageActuator}
+ - L{KX_ObjectActuator}
+ - L{KX_SCA_AddObjectActuator}
+ - L{KX_SCA_EndObjectActuator}
+ - L{KX_SCA_ReplaceMeshActuator}
+ - L{KX_SceneActuator}
+ - L{KX_SoundActuator}
+ - L{KX_TrackToActuator}
+ - L{KX_VisibilityActuator}
+ - L{SCA_PropertyActuator}
+ - L{SCA_RandomActuator}
+
+ 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.
-Constants
-=========
- - KX_TRUE: True value used by some modules
- - KX_FALSE: False value used by some modules.
+@group Constants: KX_TRUE, KX_FALSE
+@var KX_TRUE: True value used by some modules.
+@var KX_FALSE: False value used by some modules.
-Property Sensor
----------------
- Tests that the property sensor is able to perform. See L{SCA_PropertySensor}
- - KX_PROPSENSOR_EQUAL: Activate when the property is equal to the sensor value.
- - KX_PROPSENSOR_NOTEQUAL: Activate when the property is not equal to the sensor value.
- - KX_PROPSENSOR_INTERVAL: Activate when the property is between the specified limits.
- - KX_PROPSENSOR_CHANGED: Activate when the property changes
- - KX_PROPSENSOR_EXPRESSION: Activate when the expression matches
+@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
-Constraint Actuator
--------------------
- The axis and type (location/rotation) of constraint. See L{KX_ConstraintActuator}
- - KX_CONSTRAINTACT_LOCX
- - KX_CONSTRAINTACT_LOCY
- - KX_CONSTRAINTACT_LOCZ
- - KX_CONSTRAINTACT_ROTX
- - KX_CONSTRAINTACT_ROTY
- - KX_CONSTRAINTACT_ROTZ
+@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}
-IPO Actuator
-------------
- IPO Types. See L{KX_IpoActuator}
- - KX_IPOACT_PLAY
- - KX_IPOACT_PINGPONG
- - KX_IPOACT_FLIPPER
- - KX_IPOACT_LOOPSTOP
- - KX_IPOACT_LOOPEND
+@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}
-Random Distributions
---------------------
- See L{SCA_RandomActuator}
- - KX_RANDOMACT_BOOL_CONST
- - KX_RANDOMACT_BOOL_UNIFORM
- - KX_RANDOMACT_BOOL_BERNOUILLI
- - KX_RANDOMACT_INT_CONST
- - KX_RANDOMACT_INT_UNIFORM
- - KX_RANDOMACT_INT_POISSON
- - KX_RANDOMACT_FLOAT_CONST
- - KX_RANDOMACT_FLOAT_UNIFORM
- - KX_RANDOMACT_FLOAT_NORMAL
- - KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL
+@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}
"""