9 Module to access logic functions, imported automatically into the python controllers namespace.
13 .. code-block:: python
15 # To get the controller thats running this python script:
16 cont = bge.logic.getCurrentController() # bge.logic is automatically imported
18 # To get the game object this controller is on:
21 :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
23 .. code-block:: python
25 # To get a sensor linked to this controller.
26 # "sensorname" is the name of the sensor as defined in the Blender interface.
27 # +---------------------+ +--------+
28 # | Sensor "sensorname" +--+ Python +
29 # +---------------------+ +--------+
30 sens = cont.sensors["sensorname"]
32 # To get a sequence of all sensors:
35 See the sensor's reference for available methods:
40 * :class:`~bge.types.KX_MouseFocusSensor`
41 * :class:`~bge.types.KX_NearSensor`
42 * :class:`~bge.types.KX_NetworkMessageSensor`
43 * :class:`~bge.types.KX_RadarSensor`
44 * :class:`~bge.types.KX_RaySensor`
45 * :class:`~bge.types.KX_TouchSensor`
46 * :class:`~bge.types.SCA_DelaySensor`
47 * :class:`~bge.types.SCA_JoystickSensor`
48 * :class:`~bge.types.SCA_KeyboardSensor`
49 * :class:`~bge.types.SCA_MouseSensor`
50 * :class:`~bge.types.SCA_PropertySensor`
51 * :class:`~bge.types.SCA_RandomSensor`
53 You can also access actuators linked to the controller
55 .. code-block:: python
57 # To get an actuator attached to the controller:
58 # +--------+ +-------------------------+
59 # + Python +--+ Actuator "actuatorname" |
60 # +--------+ +-------------------------+
61 actuator = co.actuators["actuatorname"]
63 # Activate an actuator
64 controller.activate(actuator)
66 See the actuator's reference for available methods
71 * :class:`~bge.types.BL_ActionActuator`
72 * :class:`~bge.types.KX_CameraActuator`
73 * :class:`~bge.types.KX_ConstraintActuator`
74 * :class:`~bge.types.KX_GameActuator`
75 * :class:`~bge.types.KX_NetworkMessageActuator`
76 * :class:`~bge.types.KX_ObjectActuator`
77 * :class:`~bge.types.KX_ParentActuator`
78 * :class:`~bge.types.KX_SCA_AddObjectActuator`
79 * :class:`~bge.types.KX_SCA_DynamicActuator`
80 * :class:`~bge.types.KX_SCA_EndObjectActuator`
81 * :class:`~bge.types.KX_SCA_ReplaceMeshActuator`
82 * :class:`~bge.types.KX_SceneActuator`
83 * :class:`~bge.types.KX_SoundActuator`
84 * :class:`~bge.types.KX_StateActuator`
85 * :class:`~bge.types.KX_TrackToActuator`
86 * :class:`~bge.types.KX_VisibilityActuator`
87 * :class:`~bge.types.SCA_2DFilterActuator`
88 * :class:`~bge.types.SCA_PropertyActuator`
89 * :class:`~bge.types.SCA_RandomActuator`
91 Most logic brick's methods are accessors for the properties available in the logic buttons.
92 Consult the logic bricks documentation for more information on how each logic brick works.
94 There are also methods to access the current :class:`bge.types.KX_Scene`
96 .. code-block:: python
98 # Get the current scene
99 scene = bge.logic.getCurrentScene()
101 # Get the current camera
102 cam = scene.active_camera
104 Matricies as used by the game engine are **row major**
105 ``matrix[row][col] = float``
107 :class:`bge.types.KX_Camera` has some examples using matrices.
115 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.
116 It can also be written to a file and loaded later on with the game load/save actuators.
118 .. 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.
122 The current keyboard wrapped in an :class:`~bge.types.SCA_PythonKeyboard` object.
126 The current mouse wrapped in an :class:`~bge.types.SCA_PythonMouse` object.
132 .. function:: getCurrentController()
134 Gets the Python controller associated with this Python script.
136 :rtype: :class:`bge.types.SCA_PythonController`
138 .. function:: getCurrentScene()
140 Gets the current Scene.
142 :rtype: :class:`bge.types.KX_Scene`
144 .. function:: getSceneList()
146 Gets a list of the current scenes loaded in the game engine.
148 :rtype: list of :class:`bge.types.KX_Scene`
150 .. 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.
152 .. function:: loadGlobalDict()
154 Loads bge.logic.globalDict from a file.
156 .. function:: saveGlobalDict()
158 Saves bge.logic.globalDict to a file.
160 .. function:: startGame(blend)
162 Loads the blend file.
164 :arg blend: The name of the blend file
167 .. function:: endGame()
169 Ends the current game.
171 .. function:: restartGame()
173 Restarts the current game by reloading the .blend file (the last saved version, not what is currently running).
175 .. function:: LibLoad(blend, type, data, load_actions=False, verbose=False, load_scripts=True)
177 Converts the all of the datablocks of the given type from the given blend.
179 :arg blend: The path to the blend file (or the name to use for the library if data is supplied)
181 :arg type: The datablock type (currently only "Action", "Mesh" and "Scene" are supported)
183 :arg data: Binary data from a blend file (optional)
185 :arg load_actions: Search for and load all actions in a given Scene and not just the "active" actions (Scene type only)
186 :type load_actions: bool
187 :arg verbose: Whether or not to print debugging information (e.g., "SceneName: Scene")
189 :arg load_scripts: Whether or not to load text datablocks as well (can be disabled for some extra security)
190 :type load_scripts: bool
192 .. function:: LibNew(name, type, data)
194 Uses existing datablock data and loads in as a new library.
196 :arg name: A unique library name used for removal later
198 :arg type: The datablock type (currently only "Mesh" is supported)
200 :arg data: A list of names of the datablocks to load
201 :type data: list of strings
203 .. function:: LibFree(name)
205 Frees a library, removing all objects and meshes from the currently active scenes.
207 :arg name: The name of the library to free (the name used in LibNew)
210 .. function:: LibList()
212 Returns a list of currently loaded libraries.
216 .. function:: addScene(name, overlay=1)
218 Loads a scene into the game engine.
222 This function is not effective immediately, the scene is queued
223 and added on the next logic cycle where it will be available
226 :arg name: The name of the scene
228 :arg overlay: Overlay or underlay (optional)
229 :type overlay: integer
231 .. function:: sendMessage(subject, body="", to="", message_from="")
233 Sends a message to sensors in any active scene.
235 :arg subject: The subject of the message
236 :type subject: string
237 :arg body: The body of the message (optional)
239 :arg to: The name of the object to send the message to (optional)
241 :arg message_from: The name of the object that the message is coming from (optional)
242 :type message_from: string
244 .. function:: setGravity(gravity)
246 Sets the world gravity.
248 :type gravity: list [fx, fy, fz]
250 .. function:: getSpectrum()
252 Returns a 512 point list from the sound card.
253 This only works if the fmod sound driver is being used.
255 :rtype: list [float], len(getSpectrum()) == 512
257 .. function:: getMaxLogicFrame()
259 Gets the maximum number of logic frames per render frame.
261 :return: The maximum number of logic frames per render frame
264 .. function:: setMaxLogicFrame(maxlogic)
266 Sets the maximum number of logic frames that are executed per render frame.
267 This does not affect the physic system that still runs at full frame rate.
269 :arg maxlogic: The new maximum number of logic frames per render frame. Valid values: 1..5
270 :type maxlogic: integer
272 .. function:: getMaxPhysicsFrame()
274 Gets the maximum number of physics frames per render frame.
276 :return: The maximum number of physics frames per render frame
279 .. function:: setMaxPhysicsFrame(maxphysics)
281 Sets the maximum number of physics timestep that are executed per render frame.
282 Higher value allows physics to keep up with realtime even if graphics slows down the game.
283 Physics timestep is fixed and equal to 1/tickrate (see setLogicTicRate)
284 maxphysics/ticrate is the maximum delay of the renderer that physics can compensate.
286 :arg maxphysics: The new maximum number of physics timestep per render frame. Valid values: 1..5.
287 :type maxphysics: integer
289 .. function:: getLogicTicRate()
291 Gets the logic update frequency.
293 :return: The logic frequency in Hz
296 .. function:: setLogicTicRate(ticrate)
298 Sets the logic update frequency.
300 The logic update frequency is the number of times logic bricks are executed every second.
301 The default is 60 Hz.
303 :arg ticrate: The new logic update frequency (in Hz).
306 .. function:: getPhysicsTicRate()
308 Gets the physics update frequency
310 :return: The physics update frequency in Hz
313 .. warning: Not implimented yet
315 .. function:: setPhysicsTicRate(ticrate)
317 Sets the physics update frequency
319 The physics update frequency is the number of times the physics system is executed every second.
320 The default is 60 Hz.
322 :arg ticrate: The new update frequency (in Hz).
325 .. warning: Not implimented yet
327 .. function:: getExitKey()
329 Gets the key used to exit the game engine
331 :return: The key (defaults to :mod:`bge.events.ESCKEY`)
334 .. function:: setExitKey(key)
336 Sets the key used to exit the game engine
338 :arg key: A key constant from :mod:`bge.events`
341 .. function:: NextFrame()
343 Render next frame (if Python has control)
349 .. function:: expandPath(path)
351 Converts a blender internal path into a proper file system path.
353 Use / as directory separator in path
354 You can use '//' at the start of the string to define a relative path;
355 Blender replaces that string by the directory of the startup .blend or runtime file
356 to make a full path name (doesn't change during the game, even if you load other .blend).
357 The function also converts the directory separator to the local file system format.
359 :arg path: The path string to be converted/expanded.
361 :return: The converted string
364 .. function:: getAverageFrameRate()
366 Gets the estimated/average framerate for all the active scenes, not only the current scene.
368 :return: The estimated average framerate in frames per second
371 .. function:: getBlendFileList(path = "//")
373 Returns a list of blend files in the same directory as the open blend file, or from using the option argument.
375 :arg path: Optional directory argument, will be expanded (like expandPath) into the full path.
377 :return: A list of filenames, with no directory prefix
380 .. function:: getRandomFloat()
382 Returns a random floating point value in the range [0 - 1)
384 .. function:: PrintGLInfo()
386 Prints GL Extension Info into the console
388 .. function:: PrintMemInfo()
390 Prints engine statistics into the console
398 True value used by some modules.
402 False value used by some modules.
414 .. data:: KX_SENSOR_INACTIVE
415 .. data:: KX_SENSOR_JUST_ACTIVATED
416 .. data:: KX_SENSOR_ACTIVE
417 .. data:: KX_SENSOR_JUST_DEACTIVATED
423 .. _armaturesensor-type:
425 See :class:`bge.types.KX_ArmatureSensor.type`
427 .. data:: KX_ARMSENSOR_STATE_CHANGED
429 Detect that the constraint is changing state (active/inactive)
433 .. data:: KX_ARMSENSOR_LIN_ERROR_BELOW
435 Detect that the constraint linear error is above a threshold
439 .. data:: KX_ARMSENSOR_LIN_ERROR_ABOVE
441 Detect that the constraint linear error is below a threshold
445 .. data:: KX_ARMSENSOR_ROT_ERROR_BELOW
447 Detect that the constraint rotation error is above a threshold
451 .. data:: KX_ARMSENSOR_ROT_ERROR_ABOVE
453 Detect that the constraint rotation error is below a threshold
458 .. _logic-property-sensor:
464 .. data:: KX_PROPSENSOR_EQUAL
466 Activate when the property is equal to the sensor value.
470 .. data:: KX_PROPSENSOR_NOTEQUAL
472 Activate when the property is not equal to the sensor value.
476 .. data:: KX_PROPSENSOR_INTERVAL
478 Activate when the property is between the specified limits.
482 .. data:: KX_PROPSENSOR_CHANGED
484 Activate when the property changes
488 .. data:: KX_PROPSENSOR_EXPRESSION
490 Activate when the expression matches
498 See :class:`bge.types.KX_RadarSensor`
500 .. data:: KX_RADAR_AXIS_POS_X
501 .. data:: KX_RADAR_AXIS_POS_Y
502 .. data:: KX_RADAR_AXIS_POS_Z
503 .. data:: KX_RADAR_AXIS_NEG_X
504 .. data:: KX_RADAR_AXIS_NEG_Y
505 .. data:: KX_RADAR_AXIS_NEG_Z
511 See :class:`bge.types.KX_RaySensor`
513 .. data:: KX_RAY_AXIS_POS_X
514 .. data:: KX_RAY_AXIS_POS_Y
515 .. data:: KX_RAY_AXIS_POS_Z
516 .. data:: KX_RAY_AXIS_NEG_X
517 .. data:: KX_RAY_AXIS_NEG_Y
518 .. data:: KX_RAY_AXIS_NEG_Z
531 See :class:`bge.types.BL_ActionActuator`
533 .. data:: KX_ACTIONACT_PLAY
534 .. data:: KX_ACTIONACT_PINGPONG
535 .. data:: KX_ACTIONACT_FLIPPER
536 .. data:: KX_ACTIONACT_LOOPSTOP
537 .. data:: KX_ACTIONACT_LOOPEND
538 .. data:: KX_ACTIONACT_PROPERTY
544 .. _armatureactuator-constants-type:
546 See :class:`bge.types.BL_ArmatureActuator.type`
548 .. data:: KX_ACT_ARMATURE_RUN
550 Just make sure the armature will be updated on the next graphic frame.
551 This is the only persistent mode of the actuator:
552 it executes automatically once per frame until stopped by a controller
556 .. data:: KX_ACT_ARMATURE_ENABLE
558 Enable the constraint.
562 .. data:: KX_ACT_ARMATURE_DISABLE
564 Disable the constraint (runtime constraint values are not updated).
568 .. data:: KX_ACT_ARMATURE_SETTARGET
570 Change target and subtarget of constraint.
574 .. data:: KX_ACT_ARMATURE_SETWEIGHT
576 Change weight of constraint (IK only).
580 .. data:: KX_ACT_ARMATURE_SETINFLUENCE
582 Change influence of constraint.
590 .. _constraint-actuator-option:
592 See :class:`bge.types.KX_ConstraintActuator.option`
594 * Applicable to Distance constraint:
596 .. data:: KX_CONSTRAINTACT_NORMAL
598 Activate alignment to surface
600 .. data:: KX_CONSTRAINTACT_DISTANCE
602 Activate distance control
604 .. data:: KX_CONSTRAINTACT_LOCAL
606 Direction of the ray is along the local axis
608 * Applicable to Force field constraint:
610 .. data:: KX_CONSTRAINTACT_DOROTFH
612 Force field act on rotation as well
614 * Applicable to both:
616 .. data:: KX_CONSTRAINTACT_MATERIAL
618 Detect material rather than property
620 .. data:: KX_CONSTRAINTACT_PERMANENT
622 No deactivation if ray does not hit target
624 .. _constraint-actuator-limit:
626 See :class:`bge.types.KX_ConstraintActuator.limit`
628 .. data:: KX_CONSTRAINTACT_LOCX
632 .. data:: KX_CONSTRAINTACT_LOCY
636 .. data:: KX_CONSTRAINTACT_LOCZ
640 .. data:: KX_CONSTRAINTACT_ROTX
644 .. data:: KX_CONSTRAINTACT_ROTY
648 .. data:: KX_CONSTRAINTACT_ROTZ
652 .. data:: KX_CONSTRAINTACT_DIRNX
654 Set distance along negative X axis
656 .. data:: KX_CONSTRAINTACT_DIRNY
658 Set distance along negative Y axis
660 .. data:: KX_CONSTRAINTACT_DIRNZ
662 Set distance along negative Z axis
664 .. data:: KX_CONSTRAINTACT_DIRPX
666 Set distance along positive X axis
668 .. data:: KX_CONSTRAINTACT_DIRPY
670 Set distance along positive Y axis
672 .. data:: KX_CONSTRAINTACT_DIRPZ
674 Set distance along positive Z axis
676 .. data:: KX_CONSTRAINTACT_ORIX
678 Set orientation of X axis
680 .. data:: KX_CONSTRAINTACT_ORIY
682 Set orientation of Y axis
684 .. data:: KX_CONSTRAINTACT_ORIZ
686 Set orientation of Z axis
688 .. data:: KX_CONSTRAINTACT_FHNX
690 Set force field along negative X axis
692 .. data:: KX_CONSTRAINTACT_FHNY
694 Set force field along negative Y axis
696 .. data:: KX_CONSTRAINTACT_FHNZ
698 Set force field along negative Z axis
700 .. data:: KX_CONSTRAINTACT_FHPX
702 Set force field along positive X axis
704 .. data:: KX_CONSTRAINTACT_FHPY
706 Set force field along positive Y axis
708 .. data:: KX_CONSTRAINTACT_FHPZ
710 Set force field along positive Z axis
716 See :class:`bge.types.KX_SCA_DynamicActuator`
718 .. data:: KX_DYN_RESTORE_DYNAMICS
719 .. data:: KX_DYN_DISABLE_DYNAMICS
720 .. data:: KX_DYN_ENABLE_RIGID_BODY
721 .. data:: KX_DYN_DISABLE_RIGID_BODY
722 .. data:: KX_DYN_SET_MASS
730 See :class:`bge.types.KX_GameActuator`
732 .. data:: KX_GAME_LOAD
733 .. data:: KX_GAME_START
734 .. data:: KX_GAME_RESTART
735 .. data:: KX_GAME_QUIT
736 .. data:: KX_GAME_SAVECFG
737 .. data:: KX_GAME_LOADCFG
743 .. data:: KX_PARENT_REMOVE
744 .. data:: KX_PARENT_SET
746 .. _logic-random-distributions:
752 See :class:`bge.types.SCA_RandomActuator`
754 .. data:: KX_RANDOMACT_BOOL_CONST
755 .. data:: KX_RANDOMACT_BOOL_UNIFORM
756 .. data:: KX_RANDOMACT_BOOL_BERNOUILLI
757 .. data:: KX_RANDOMACT_INT_CONST
758 .. data:: KX_RANDOMACT_INT_UNIFORM
759 .. data:: KX_RANDOMACT_INT_POISSON
760 .. data:: KX_RANDOMACT_FLOAT_CONST
761 .. data:: KX_RANDOMACT_FLOAT_UNIFORM
762 .. data:: KX_RANDOMACT_FLOAT_NORMAL
763 .. data:: KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL
769 See :class:`bge.types.KX_SceneActuator`
771 .. data:: KX_SCENE_RESTART
772 .. data:: KX_SCENE_SET_SCENE
773 .. data:: KX_SCENE_SET_CAMERA
774 .. data:: KX_SCENE_ADD_FRONT_SCENE
775 .. data:: KX_SCENE_ADD_BACK_SCENE
776 .. data:: KX_SCENE_REMOVE_SCENE
777 .. data:: KX_SCENE_SUSPEND
778 .. data:: KX_SCENE_RESUME
780 .. _logic-sound-actuator:
786 See :class:`bge.types.KX_SoundActuator`
788 .. data:: KX_SOUNDACT_PLAYSTOP
792 .. data:: KX_SOUNDACT_PLAYEND
796 .. data:: KX_SOUNDACT_LOOPSTOP
800 .. data:: KX_SOUNDACT_LOOPEND
804 .. data:: KX_SOUNDACT_LOOPBIDIRECTIONAL
808 .. data:: KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP
816 .. _logic-steering-actuator:
818 See :class:`bge.types.KX_SteeringActuator.behavior`
820 .. data:: KX_STEERING_SEEK
824 .. data:: KX_STEERING_FLEE
828 .. data:: KX_STEERING_PATHFOLLOWING
841 .. data:: RAS_2DFILTER_BLUR
845 .. data:: RAS_2DFILTER_CUSTOMFILTER
847 Customer filter, the code code is set via shaderText property.
851 .. data:: RAS_2DFILTER_DILATION
855 .. data:: RAS_2DFILTER_DISABLED
857 Disable the filter that is currently active
861 .. data:: RAS_2DFILTER_ENABLED
863 Enable the filter that was previously disabled
867 .. data:: RAS_2DFILTER_EROSION
871 .. data:: RAS_2DFILTER_GRAYSCALE
875 .. data:: RAS_2DFILTER_INVERT
879 .. data:: RAS_2DFILTER_LAPLACIAN
883 .. data:: RAS_2DFILTER_MOTIONBLUR
885 Create and enable preset filters
889 .. data:: RAS_2DFILTER_NOFILTER
891 Disable and destroy the filter that is currently active
895 .. data:: RAS_2DFILTER_PREWITT
899 .. data:: RAS_2DFILTER_SEPIA
903 .. data:: RAS_2DFILTER_SHARPEN
907 .. data:: RAS_2DFILTER_SOBEL
914 .. _armaturechannel-constants-rotation-mode:
916 See :class:`bge.types.BL_ArmatureChannel.rotation_mode`
919 euler mode are named as in Blender UI but the actual axis order is reversed
921 .. data:: ROT_MODE_QUAT
923 Use quaternion in rotation attribute to update bone rotation.
927 .. data:: ROT_MODE_XYZ
929 Use euler_rotation and apply angles on bone's Z, Y, X axis successively.
933 .. data:: ROT_MODE_XZY
935 Use euler_rotation and apply angles on bone's Y, Z, X axis successively.
939 .. data:: ROT_MODE_YXZ
941 Use euler_rotation and apply angles on bone's Z, X, Y axis successively.
945 .. data:: ROT_MODE_YZX
947 Use euler_rotation and apply angles on bone's X, Z, Y axis successively.
951 .. data:: ROT_MODE_ZXY
953 Use euler_rotation and apply angles on bone's Y, X, Z axis successively.
957 .. data:: ROT_MODE_ZYX
959 Use euler_rotation and apply angles on bone's X, Y, Z axis successively.
967 .. _armatureconstraint-constants-type:
969 See :class:`bge.types.BL_ArmatureConstraint.type`
971 .. data:: CONSTRAINT_TYPE_TRACKTO
972 .. data:: CONSTRAINT_TYPE_KINEMATIC
973 .. data:: CONSTRAINT_TYPE_ROTLIKE
974 .. data:: CONSTRAINT_TYPE_LOCLIKE
975 .. data:: CONSTRAINT_TYPE_MINMAX
976 .. data:: CONSTRAINT_TYPE_SIZELIKE
977 .. data:: CONSTRAINT_TYPE_LOCKTRACK
978 .. data:: CONSTRAINT_TYPE_STRETCHTO
979 .. data:: CONSTRAINT_TYPE_CLAMPTO
980 .. data:: CONSTRAINT_TYPE_TRANSFORM
981 .. data:: CONSTRAINT_TYPE_DISTLIMIT
983 .. _armatureconstraint-constants-ik-type:
985 See :class:`bge.types.BL_ArmatureConstraint.ik_type`
987 .. data:: CONSTRAINT_IK_COPYPOSE
989 constraint is trying to match the position and eventually the rotation of the target.
993 .. data:: CONSTRAINT_IK_DISTANCE
995 Constraint is maintaining a certain distance to target subject to ik_mode
999 .. _armatureconstraint-constants-ik-flag:
1001 See :class:`bge.types.BL_ArmatureConstraint.ik_flag`
1003 .. data:: CONSTRAINT_IK_FLAG_TIP
1005 Set when the constraint operates on the head of the bone and not the tail
1009 .. data:: CONSTRAINT_IK_FLAG_ROT
1011 Set when the constraint tries to match the orientation of the target
1015 .. data:: CONSTRAINT_IK_FLAG_STRETCH
1017 Set when the armature is allowed to stretch (only the bones with stretch factor > 0.0)
1021 .. data:: CONSTRAINT_IK_FLAG_POS
1023 Set when the constraint tries to match the position of the target.
1027 .. _armatureconstraint-constants-ik-mode:
1029 See :class:`bge.types.BL_ArmatureConstraint.ik_mode`
1031 .. data:: CONSTRAINT_IK_MODE_INSIDE
1033 The constraint tries to keep the bone within ik_dist of target
1037 .. data:: CONSTRAINT_IK_MODE_OUTSIDE
1039 The constraint tries to keep the bone outside ik_dist of the target
1043 .. data:: CONSTRAINT_IK_MODE_ONSURFACE
1045 The constraint tries to keep the bone exactly at ik_dist of the target.
1055 .. data:: BL_DST_ALPHA
1056 .. data:: BL_DST_COLOR
1058 .. data:: BL_ONE_MINUS_DST_ALPHA
1059 .. data:: BL_ONE_MINUS_DST_COLOR
1060 .. data:: BL_ONE_MINUS_SRC_ALPHA
1061 .. data:: BL_ONE_MINUS_SRC_COLOR
1062 .. data:: BL_SRC_ALPHA
1063 .. data:: BL_SRC_ALPHA_SATURATE
1064 .. data:: BL_SRC_COLOR
1071 See :class:`bge.types.SCA_PythonKeyboard`, :class:`bge.types.SCA_PythonMouse`, :class:`bge.types.SCA_MouseSensor`, :class:`bge.types.SCA_KeyboardSensor`
1073 .. data:: KX_INPUT_NONE
1074 .. data:: KX_INPUT_JUST_ACTIVATED
1075 .. data:: KX_INPUT_ACTIVE
1076 .. data:: KX_INPUT_JUST_RELEASED
1081 .. _gameobject-playaction-mode:
1083 See :class:`bge.types.KX_GameObject.playAction`
1085 .. data:: KX_ACTION_MODE_PLAY
1087 Play the action once.
1091 .. data:: KX_ACTION_MODE_LOOP
1093 Loop the action (repeat it).
1097 .. data:: KX_ACTION_MODE_PING_PONG
1099 Play the action one direct then back the other way when it has completed.
1108 See :class:`bge.types.SCA_MouseSensor`
1110 .. data:: KX_MOUSE_BUT_LEFT
1111 .. data:: KX_MOUSE_BUT_MIDDLE
1112 .. data:: KX_MOUSE_BUT_RIGHT
1115 Navigation Mesh Draw Modes
1118 .. _navmesh-draw-mode:
1122 Draw only the walls.
1136 .. data:: VIEWMATRIX
1137 .. data:: VIEWMATRIX_INVERSE
1138 .. data:: VIEWMATRIX_INVERSETRANSPOSE
1139 .. data:: VIEWMATRIX_TRANSPOSE
1140 .. data:: MODELMATRIX
1141 .. data:: MODELMATRIX_INVERSE
1142 .. data:: MODELMATRIX_INVERSETRANSPOSE
1143 .. data:: MODELMATRIX_TRANSPOSE
1144 .. data:: MODELVIEWMATRIX
1145 .. data:: MODELVIEWMATRIX_INVERSE
1146 .. data:: MODELVIEWMATRIX_INVERSETRANSPOSE
1147 .. data:: MODELVIEWMATRIX_TRANSPOSE
1150 Current camera position
1152 .. data:: CONSTANT_TIMER
1154 User a timer for the uniform value.
1156 .. data:: SHD_TANGENT
1162 See :class:`bge.types.KX_StateActuator`
1173 .. data:: KX_STATE10
1174 .. data:: KX_STATE11
1175 .. data:: KX_STATE12
1176 .. data:: KX_STATE13
1177 .. data:: KX_STATE14
1178 .. data:: KX_STATE15
1179 .. data:: KX_STATE16
1180 .. data:: KX_STATE17
1181 .. data:: KX_STATE18
1182 .. data:: KX_STATE19
1183 .. data:: KX_STATE20
1184 .. data:: KX_STATE21
1185 .. data:: KX_STATE22
1186 .. data:: KX_STATE23
1187 .. data:: KX_STATE24
1188 .. data:: KX_STATE25
1189 .. data:: KX_STATE26
1190 .. data:: KX_STATE27
1191 .. data:: KX_STATE28
1192 .. data:: KX_STATE29
1193 .. data:: KX_STATE30
1195 .. _state-actuator-operation:
1197 See :class:`bge.types.KX_StateActuator.operation`
1199 .. data:: KX_STATE_OP_CLR
1201 Substract bits to state mask
1205 .. data:: KX_STATE_OP_CPY
1211 .. data:: KX_STATE_OP_NEG
1213 Invert bits to state mask
1217 .. data:: KX_STATE_OP_SET
1219 Add bits to state mask
1223 .. _Two-D-FilterActuator-mode: