3 Documentation for the GameLogic Module.
4 =======================================
6 There are only three importable modules in the game engine:
11 All the other modules are accessible through the methods in GameLogic.
13 See L{WhatsNew} for updates, changes and new functionality in the Game Engine Python API.
16 # To get the controller thats running this python script:
17 co = GameLogic.getCurrentController() # GameLogic is automatically imported
19 # To get the game object this controller is on:
21 L{KX_GameObject} and L{KX_Camera} or L{KX_Light} methods are
22 available depending on the type of object::
23 # To get a sensor linked to this controller.
24 # "sensorname" is the name of the sensor as defined in the Blender interface.
25 # +---------------------+ +--------+
26 # | Sensor "sensorname" +--+ Python +
27 # +---------------------+ +--------+
28 sens = co.getSensor("sensorname")
30 # To get a list of all sensors:
31 sensors = co.getSensors()
33 See the sensor's reference for available methods:
34 - L{DelaySensor<SCA_DelaySensor.SCA_DelaySensor>}
35 - L{JoystickSensor<SCA_JoystickSensor.SCA_JoystickSensor>}
36 - L{KeyboardSensor<SCA_KeyboardSensor.SCA_KeyboardSensor>}
37 - L{MouseFocusSensor<KX_MouseFocusSensor.KX_MouseFocusSensor>}
38 - L{MouseSensor<SCA_MouseSensor.SCA_MouseSensor>}
39 - L{NearSensor<KX_NearSensor.KX_NearSensor>}
40 - L{NetworkMessageSensor<KX_NetworkMessageSensor.KX_NetworkMessageSensor>}
41 - L{PropertySensor<SCA_PropertySensor.SCA_PropertySensor>}
42 - L{RadarSensor<KX_RadarSensor.KX_RadarSensor>}
43 - L{RandomSensor<SCA_RandomSensor.SCA_RandomSensor>}
44 - L{RaySensor<KX_RaySensor.KX_RaySensor>}
45 - L{TouchSensor<KX_TouchSensor.KX_TouchSensor>}
47 You can also access actuators linked to the controller::
48 # To get an actuator attached to the controller:
49 # +--------+ +-------------------------+
50 # + Python +--+ Actuator "actuatorname" |
51 # +--------+ +-------------------------+
52 actuator = co.getActuator("actuatorname")
54 # Activate an actuator
55 GameLogic.addActiveActuator(actuator, True)
57 See the actuator's reference for available methods:
58 - L{ActionActuator<BL_ActionActuator.BL_ActionActuator>}
59 - L{AddObjectActuator<KX_SCA_AddObjectActuator.KX_SCA_AddObjectActuator>}
60 - L{CameraActuator<KX_CameraActuator.KX_CameraActuator>}
61 - L{CDActuator<KX_CDActuator.KX_CDActuator>}
62 - L{ConstraintActuator<KX_ConstraintActuator.KX_ConstraintActuator>}
63 - L{EndObjectActuator<KX_SCA_EndObjectActuator.KX_SCA_EndObjectActuator>}
64 - L{GameActuator<KX_GameActuator.KX_GameActuator>}
65 - L{IpoActuator<KX_IpoActuator.KX_IpoActuator>}
66 - L{NetworkMessageActuator<KX_NetworkMessageActuator.KX_NetworkMessageActuator>}
67 - L{ObjectActuator<KX_ObjectActuator.KX_ObjectActuator>}
68 - L{PropertyActuator<SCA_PropertyActuator.SCA_PropertyActuator>}
69 - L{RandomActuator<SCA_RandomActuator.SCA_RandomActuator>}
70 - L{ReplaceMeshActuator<KX_SCA_ReplaceMeshActuator.KX_SCA_ReplaceMeshActuator>}
71 - L{SceneActuator<KX_SceneActuator.KX_SceneActuator>}
72 - L{SoundActuator<KX_SoundActuator.KX_SoundActuator>}
73 - L{TrackToActuator<KX_TrackToActuator.KX_TrackToActuator>}
74 - L{VisibilityActuator<KX_VisibilityActuator.KX_VisibilityActuator>}
75 - L{DynamicActuator<KX_SCA_DynamicActuator.KX_SCA_DynamicActuator>}
77 Most logic brick's methods are accessors for the properties available in the logic buttons.
78 Consult the logic bricks documentation for more information on how each logic brick works.
80 There are also methods to access the current L{KX_Scene}::
81 # Get the current scene
82 scene = GameLogic.getCurrentScene()
84 # Get the current camera
85 cam = scene.active_camera
87 Matricies as used by the game engine are B{row major}::
88 matrix[row][col] = blah
89 L{KX_Camera} has some examples using matricies.
92 @group Constants: KX_TRUE, KX_FALSE
93 @var KX_TRUE: True value used by some modules.
94 @var KX_FALSE: False value used by some modules.
96 @group Property Sensor: KX_PROPSENSOR_EQUAL, KX_PROPSENSOR_NOTEQUAL, KX_PROPSENSOR_INTERVAL, KX_PROPSENSOR_CHANGED, KX_PROPSENSOR_EXPRESSION
97 @var KX_PROPSENSOR_EQUAL: Activate when the property is equal to the sensor value.
98 @var KX_PROPSENSOR_NOTEQUAL: Activate when the property is not equal to the sensor value.
99 @var KX_PROPSENSOR_INTERVAL: Activate when the property is between the specified limits.
100 @var KX_PROPSENSOR_CHANGED: Activate when the property changes
101 @var KX_PROPSENSOR_EXPRESSION: Activate when the expression matches
103 @group Constraint Actuator: KX_CONSTRAINTACT_LOCX, KX_CONSTRAINTACT_LOCY, KX_CONSTRAINTACT_LOCZ, KX_CONSTRAINTACT_ROTX, KX_CONSTRAINTACT_ROTY, KX_CONSTRAINTACT_ROTZ
104 @var KX_CONSTRAINTACT_LOCX: See L{KX_ConstraintActuator}
105 @var KX_CONSTRAINTACT_LOCY: See L{KX_ConstraintActuator}
106 @var KX_CONSTRAINTACT_LOCZ: See L{KX_ConstraintActuator}
107 @var KX_CONSTRAINTACT_ROTX: See L{KX_ConstraintActuator}
108 @var KX_CONSTRAINTACT_ROTY: See L{KX_ConstraintActuator}
109 @var KX_CONSTRAINTACT_ROTZ: See L{KX_ConstraintActuator}
111 @group IPO Actuator: KX_IPOACT_PLAY, KX_IPOACT_PINGPONG, KX_IPOACT_FLIPPER, KX_IPOACT_LOOPSTOP, KX_IPOACT_LOOPEND
112 @var KX_IPOACT_PLAY: See L{KX_IpoActuator}
113 @var KX_IPOACT_PINGPONG: See L{KX_IpoActuator}
114 @var KX_IPOACT_FLIPPER: See L{KX_IpoActuator}
115 @var KX_IPOACT_LOOPSTOP: See L{KX_IpoActuator}
116 @var KX_IPOACT_LOOPEND: See L{KX_IpoActuator}
118 @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
119 @var KX_RANDOMACT_BOOL_CONST: See L{SCA_RandomActuator}
120 @var KX_RANDOMACT_BOOL_UNIFORM: See L{SCA_RandomActuator}
121 @var KX_RANDOMACT_BOOL_BERNOUILLI: See L{SCA_RandomActuator}
122 @var KX_RANDOMACT_INT_CONST: See L{SCA_RandomActuator}
123 @var KX_RANDOMACT_INT_UNIFORM: See L{SCA_RandomActuator}
124 @var KX_RANDOMACT_INT_POISSON: See L{SCA_RandomActuator}
125 @var KX_RANDOMACT_FLOAT_CONST: See L{SCA_RandomActuator}
126 @var KX_RANDOMACT_FLOAT_UNIFORM: See L{SCA_RandomActuator}
127 @var KX_RANDOMACT_FLOAT_NORMAL: See L{SCA_RandomActuator}
128 @var KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL: See L{SCA_RandomActuator}
130 @group Action Actuator: KX_ACTIONACT_PLAY, KX_ACTIONACT_FLIPPER, KX_ACTIONACT_LOOPSTOP, KX_ACTIONACT_LOOPEND, KX_ACTIONACT_PROPERTY
131 @var KX_ACTIONACT_PLAY: See L{BL_ActionActuator}
132 @var KX_ACTIONACT_FLIPPER: See L{BL_ActionActuator}
133 @var KX_ACTIONACT_LOOPSTOP: See L{BL_ActionActuator}
134 @var KX_ACTIONACT_LOOPEND: See L{BL_ActionActuator}
135 @var KX_ACTIONACT_PROPERTY: See L{BL_ActionActuator}
137 @group Sound Actuator: KX_SOUNDACT_PLAYSTOP, KX_SOUNDACT_PLAYEND, KX_SOUNDACT_LOOPSTOP, KX_SOUNDACT_LOOPEND, KX_SOUNDACT_LOOPBIDIRECTIONAL, KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP
138 @var KX_SOUNDACT_PLAYSTOP: See L{KX_SoundActuator}
139 @var KX_SOUNDACT_PLAYEND: See L{KX_SoundActuator}
140 @var KX_SOUNDACT_LOOPSTOP: See L{KX_SoundActuator}
141 @var KX_SOUNDACT_LOOPEND: See L{KX_SoundActuator}
142 @var KX_SOUNDACT_LOOPBIDIRECTIONAL: See L{KX_SoundActuator}
143 @var KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP: See L{KX_SoundActuator}
145 @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
146 @var KX_RADAR_AXIS_POS_X: See L{KX_RadarSensor}
147 @var KX_RADAR_AXIS_POS_Y: See L{KX_RadarSensor}
148 @var KX_RADAR_AXIS_POS_Z: See L{KX_RadarSensor}
149 @var KX_RADAR_AXIS_NEG_X: See L{KX_RadarSensor}
150 @var KX_RADAR_AXIS_NEG_Y: See L{KX_RadarSensor}
151 @var KX_RADAR_AXIS_NEG_Z: See L{KX_RadarSensor}
153 @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
154 @var KX_RAY_AXIS_POS_X: See L{KX_RaySensor}
155 @var KX_RAY_AXIS_POS_Y: See L{KX_RaySensor}
156 @var KX_RAY_AXIS_POS_Z: See L{KX_RaySensor}
157 @var KX_RAY_AXIS_NEG_X: See L{KX_RaySensor}
158 @var KX_RAY_AXIS_NEG_Y: See L{KX_RaySensor}
159 @var KX_RAY_AXIS_NEG_Z: See L{KX_RaySensor}
161 @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
162 @var KX_DYN_RESTORE_DYNAMICS: See L{KX_SCA_DynamicActuator}
163 @var KX_DYN_DISABLE_DYNAMICS: See L{KX_SCA_DynamicActuator}
164 @var KX_DYN_ENABLE_RIGID_BODY: See L{KX_SCA_DynamicActuator}
165 @var KX_DYN_DISABLE_RIGID_BODY: See L{KX_SCA_DynamicActuator}
166 @var KX_DYN_SET_MASS: See L{KX_SCA_DynamicActuator}
171 def getCurrentController():
173 Gets the Python controller associated with this Python script.
175 @rtype: L{SCA_PythonController}
177 def getCurrentScene():
179 Gets the current Scene.
183 def addActiveActuator(actuator, activate):
185 Activates the given actuator.
187 @type actuator: L{SCA_IActuator} or the actuator name as a string.
188 @type activate: boolean
189 @param activate: whether to activate or deactivate the given actuator.
191 def getRandomFloat():
193 Returns a random floating point value in the range [0...1)
195 def setGravity(gravity):
197 Sets the world gravity.
199 @type gravity: list [fx, fy, fz]
203 Returns a 512 point list from the sound card.
204 This only works if the fmod sound driver is being used.
206 @rtype: list [float], len(getSpectrum()) == 512
210 Stops the sound driver using DSP effects.
212 Only the fmod sound driver supports this.
213 DSP can be computationally expensive.
215 def getLogicTicRate():
217 Gets the logic update frequency.
219 @return: The logic frequency in Hz
222 def setLogicTicRate(ticrate):
224 Sets the logic update frequency.
226 The logic update frequency is the number of times logic bricks are executed every second.
227 The default is 30 Hz.
229 @param ticrate: The new logic update frequency (in Hz).
232 def getPhysicsTicRate():
234 Gets the physics update frequency
236 @return: The physics update frequency in Hz
239 def setPhysicsTicRate(ticrate):
241 Sets the physics update frequency
243 The physics update frequency is the number of times the physics system is executed every second.
244 The default is 60 Hz.
246 @param ticrate: The new update frequency (in Hz).
249 def getAverageFrameRate():
251 Gets the estimated average framerate
253 @return: The estimed average framerate in frames per second
257 def expandPath(path):
259 Converts a blender internal path into a proper file system path.
261 Use / as directory separator in path
262 You can use '//' at the start of the string to define a relative path;
263 Blender replaces that string by the directory of the startup .blend or runtime file
264 to make a full path name (doesn't change during the game, even if you load other .blend).
265 The function also converts the directory separator to the local file system format.
267 @param path: The path string to be converted/expanded.
269 @return: The converted string
273 def getBlendFileList(path = "//"):
275 Returns a list of blend files in the same directory as the open blend file, or from using the option argument.
277 @param path: Optional directory argument, will be expanded (like expandPath) into the full path.
279 @return: A list of filenames, with no directory prefix