Game Logic (bge.logic)
Introduction
Module to access logic functions, imported automatically into the python controllers namespace.
# To get the controller thats running this python script:
cont = bge.logic.getCurrentController() # bge.logic is automatically imported
# To get the game object this controller is on:
obj = cont.owner
KX_GameObject
and KX_Camera
or 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 = cont.sensors["sensorname"]
# To get a sequence of all sensors:
sensors = co.sensors
See the sensor’s reference for available methods:
You can also access actuators linked to the controller
# To get an actuator attached to the controller:
# +--------+ +-------------------------+
# + Python +--+ Actuator "actuatorname" |
# +--------+ +-------------------------+
actuator = co.actuators["actuatorname"]
# Activate an actuator
controller.activate(actuator)
See the actuator’s reference for available methods
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 bge.types.KX_Scene
# Get the current scene
scene = bge.logic.getCurrentScene()
# Get the current camera
cam = scene.active_camera
Matricies as used by the game engine are row major
matrix[row][col] = float
bge.types.KX_Camera
has some examples using matrices.
Variables
- bge.logic.globalDict
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. It can also be written to a file and loaded later on with the game load/save actuators.
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.
- Type:
dictionary
- bge.logic.keyboard
The current keyboard wrapped in an
SCA_PythonKeyboard
object.- Type:
- bge.logic.mouse
The current mouse wrapped in an
SCA_PythonMouse
object.- Type:
- bge.logic.joysticks
A list of attached
SCA_PythonJoystick
. The list size is the maximum number of supported joysticks. If no joystick is available for a given slot, the slot is set to None.- Type:
list of
SCA_PythonJoystick
General functions
- bge.logic.getCurrentController()
Gets the Python controller associated with this Python script.
- Return type:
- bge.logic.getCurrentScene()
Gets the current Scene.
- Return type:
- bge.logic.getSceneList()
Gets a list of the current scenes loaded in the game engine. Since 0.3, it contains only the current KX_Scene.
- Return type:
list of
bge.types.KX_Scene
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.
- bge.logic.getInactiveSceneNames()
Gets a list of the scene’s names not loaded in the game engine.
- Return type:
list of string
- bge.logic.loadGlobalDict()
Loads bge.logic.globalDict from a file.
- bge.logic.saveGlobalDict()
Saves bge.logic.globalDict to a file.
- bge.logic.startGame(blend)
Loads the blend file.
- Parameters:
blend (string) – The name of the blend file
- bge.logic.endGame()
Ends the current game.
- bge.logic.restartGame()
Restarts the current game by reloading the .blend file (the last saved version, not what is currently running).
- bge.logic.LibLoad(blend, type, data, load_actions=False, verbose=False, load_scripts=True, asynchronous=False, scene=None)
Deprecated since version 0.3.0.
Converts the all of the datablocks of the given type from the given blend.
- Parameters:
blend (string) – The path to the blend file (or the name to use for the library if data is supplied)
type (string) – The datablock type (currently only “Action”, “Mesh” and “Scene” are supported)
data (bytes) – Binary data from a blend file (optional)
load_actions (bool) – Search for and load all actions in a given Scene and not just the “active” actions (Scene type only)
verbose (bool) – Whether or not to print debugging information (e.g., “SceneName: Scene”)
load_scripts (bool) – Whether or not to load text datablocks as well (can be disabled for some extra security)
asynchronous (bool) – Whether or not to do the loading asynchronously (in another thread). Only the “Scene” type is currently supported for this feature.
scene (
bge.types.KX_Scene
or string) – Scene to merge loaded data to, if None use the current scene.
- Return type:
Note
Asynchronously loaded libraries will not be available immediately after LibLoad() returns. Use the returned KX_LibLoadStatus to figure out when the libraries are ready.
- bge.logic.LibNew(name, type, data)
Deprecated since version 0.3.0.
Uses existing datablock data and loads in as a new library.
- Parameters:
name (string) – A unique library name used for removal later
type (string) – The datablock type (currently only “Mesh” is supported)
data (list of strings) – A list of names of the datablocks to load
- bge.logic.LibFree(name)
Deprecated since version 0.3.0.
Frees a library, removing all objects and meshes from the currently active scenes.
- Parameters:
name (string) – The name of the library to free (the name used in LibNew)
- bge.logic.LibList()
Deprecated since version 0.3.0.
Returns a list of currently loaded libraries.
- Return type:
list [str]
- bge.logic.addScene(name, overlay=1)
Deprecated since version 0.3.0.
Loads a scene into the game engine.
Note
This function is not effective immediately, the scene is queued and added on the next logic cycle where it will be available from getSceneList
- Parameters:
name (string) – The name of the scene
overlay (integer) – Overlay or underlay (optional)
- bge.logic.sendMessage(subject, body='', to='', message_from='')
Sends a message to sensors in any active scene.
- Parameters:
subject (string) – The subject of the message
body (string) – The body of the message (optional)
to (string) – The name of the object to send the message to (optional)
message_from (string) – The name of the object that the message is coming from (optional)
- bge.logic.setGravity(gravity)
Sets the world gravity.
- Parameters:
gravity (Vector((fx, fy, fz))) – gravity vector
- bge.logic.getSpectrum()
Deprecated since version 0.0.0.
Returns a 512 point list from the sound card. This only works if the fmod sound driver is being used.
- Return type:
list [float], len(getSpectrum()) == 512
- bge.logic.getMaxLogicFrame()
Gets the maximum number of logic frames per render frame.
- Returns:
The maximum number of logic frames per render frame
- Return type:
integer
- bge.logic.setMaxLogicFrame(maxlogic)
Sets the maximum number of logic frames that are executed per render frame. This does not affect the physic system that still runs at full frame rate.
- Parameters:
maxlogic (integer) – The new maximum number of logic frames per render frame. Valid values: 1..5
- bge.logic.getMaxPhysicsFrame()
Gets the maximum number of physics frames per render frame.
- Returns:
The maximum number of physics frames per render frame
- Return type:
integer
- bge.logic.setMaxPhysicsFrame(maxphysics)
Sets the maximum number of physics timestep that are executed per render frame. Higher value allows physics to keep up with realtime even if graphics slows down the game. Physics timestep is fixed and equal to 1/tickrate (see setLogicTicRate) maxphysics/ticrate is the maximum delay of the renderer that physics can compensate.
- Parameters:
maxphysics (integer) – The new maximum number of physics timestep per render frame. Valid values: 1..5.
- bge.logic.getLogicTicRate()
Gets the logic update frequency.
- Returns:
The logic frequency in Hz
- Return type:
float
- bge.logic.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 60 Hz.
- Parameters:
ticrate (float) – The new logic update frequency (in Hz).
- bge.logic.getPhysicsTicRate()
Gets the physics update frequency
- Returns:
The physics update frequency in Hz
- Return type:
float
- bge.logic.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.
- Parameters:
ticrate (float) – The new update frequency (in Hz).
- bge.logic.getExitKey()
Gets the key used to exit the game engine
- Returns:
The key (defaults to
bge.events.ESCKEY
)- Return type:
int
- bge.logic.setExitKey(key)
Sets the key used to exit the game engine
- Parameters:
key (int) – A key constant from
bge.events
- bge.logic.NextFrame()
Render next frame (if Python has control)
- bge.logic.setRender(render)
Sets the global flag that controls the render of the scene. If True, the render is done after the logic frame. If False, the render is skipped and another logic frame starts immediately.
Note
GPU VSync no longer limits the number of frame per second when render is off, but the Use Frame Rate option still regulates the fps. To run as many frames as possible, untick this option (Render Properties, System panel).
- Parameters:
render (bool) – the render flag
- bge.logic.getRender()
Get the current value of the global render flag
- Returns:
The flag value
- Return type:
bool
Utility functions
- bge.logic.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 current .blend or runtime file to make a full path name. The function also converts the directory separator to the local file system format.
- Parameters:
path (string) – The path string to be converted/expanded.
- Returns:
The converted string
- Return type:
string
- bge.logic.getAverageFrameRate()
Gets the estimated/average framerate for all the active scenes, not only the current scene.
- Returns:
The estimated average framerate in frames per second
- Return type:
float
- bge.logic.getBlendFileList(path='//')
Returns a list of blend files in the same directory as the open blend file, or from using the option argument.
- Parameters:
path (string) – Optional directory argument, will be expanded (like expandPath) into the full path.
- Returns:
A list of filenames, with no directory prefix
- Return type:
list
- bge.logic.getRandomFloat()
Returns a random floating point value in the range [0 - 1)
- bge.logic.PrintGLInfo()
Prints GL Extension Info into the console
- bge.logic.getGraphicsCardVendor()
Returns the graphics card vendor name. Very useful to make different setups depending on the graphic card used by the user.
- bge.logic.PrintMemInfo()
Prints engine statistics into the console
- bge.logic.getProfileInfo()
Returns a Python dictionary that contains the same information as the on screen profiler. The keys are the profiler categories and the values are tuples with the first element being time taken (in ms) and the second element being the percentage of total time.
Constants
- bge.logic.KX_TRUE
True value used by some modules.
- bge.logic.KX_FALSE
False value used by some modules.
Sensors
Sensor Status
- bge.logic.KX_SENSOR_INACTIVE
- bge.logic.KX_SENSOR_JUST_ACTIVATED
- bge.logic.KX_SENSOR_ACTIVE
- bge.logic.KX_SENSOR_JUST_DEACTIVATED
Armature Sensor
See bge.types.SCA_ArmatureSensor.type
- bge.logic.KX_ARMSENSOR_STATE_CHANGED
Detect that the constraint is changing state (active/inactive)
- Value:
0
- bge.logic.KX_ARMSENSOR_LIN_ERROR_BELOW
Detect that the constraint linear error is above a threshold
- Value:
1
- bge.logic.KX_ARMSENSOR_LIN_ERROR_ABOVE
Detect that the constraint linear error is below a threshold
- Value:
2
- bge.logic.KX_ARMSENSOR_ROT_ERROR_BELOW
Detect that the constraint rotation error is above a threshold
- Value:
3
- bge.logic.KX_ARMSENSOR_ROT_ERROR_ABOVE
Detect that the constraint rotation error is below a threshold
- Value:
4
Property Sensor
- bge.logic.KX_PROPSENSOR_EQUAL
Activate when the property is equal to the sensor value.
- Value:
1
- bge.logic.KX_PROPSENSOR_NOTEQUAL
Activate when the property is not equal to the sensor value.
- Value:
2
- bge.logic.KX_PROPSENSOR_INTERVAL
Activate when the property is between the specified limits.
- Value:
3
- bge.logic.KX_PROPSENSOR_CHANGED
Activate when the property changes
- Value:
4
- bge.logic.KX_PROPSENSOR_EXPRESSION
Activate when the expression matches
- Value:
5
- bge.logic.KX_PROPSENSOR_LESSTHAN
Activate when the property is less than the sensor value
- Value:
6
- bge.logic.KX_PROPSENSOR_GREATERTHAN
Activate when the property is greater than the sensor value
- Value:
7
Radar Sensor
- bge.logic.KX_RADAR_AXIS_POS_X
- bge.logic.KX_RADAR_AXIS_POS_Y
- bge.logic.KX_RADAR_AXIS_POS_Z
- bge.logic.KX_RADAR_AXIS_NEG_X
- bge.logic.KX_RADAR_AXIS_NEG_Y
- bge.logic.KX_RADAR_AXIS_NEG_Z
Ray Sensor
- bge.logic.KX_RAY_AXIS_POS_X
- bge.logic.KX_RAY_AXIS_POS_Y
- bge.logic.KX_RAY_AXIS_POS_Z
- bge.logic.KX_RAY_AXIS_NEG_X
- bge.logic.KX_RAY_AXIS_NEG_Y
- bge.logic.KX_RAY_AXIS_NEG_Z
Actuators
Action Actuator
See bge.types.BL_ActionActuator
- bge.logic.KX_ACTIONACT_PLAY
- bge.logic.KX_ACTIONACT_PINGPONG
- bge.logic.KX_ACTIONACT_FLIPPER
- bge.logic.KX_ACTIONACT_LOOPSTOP
- bge.logic.KX_ACTIONACT_LOOPEND
- bge.logic.KX_ACTIONACT_PROPERTY
Armature Actuator
See bge.types.BL_ArmatureActuator.type
- bge.logic.KX_ACT_ARMATURE_RUN
Just make sure the armature will be updated on the next graphic frame. This is the only persistent mode of the actuator: it executes automatically once per frame until stopped by a controller
- Value:
0
- bge.logic.KX_ACT_ARMATURE_ENABLE
Enable the constraint.
- Value:
1
- bge.logic.KX_ACT_ARMATURE_DISABLE
Disable the constraint (runtime constraint values are not updated).
- Value:
2
- bge.logic.KX_ACT_ARMATURE_SETTARGET
Change target and subtarget of constraint.
- Value:
3
- bge.logic.KX_ACT_ARMATURE_SETWEIGHT
Change weight of constraint (IK only).
- Value:
4
- bge.logic.KX_ACT_ARMATURE_SETINFLUENCE
Change influence of constraint.
- Value:
5
Constraint Actuator
See bge.types.SCA_ConstraintActuator.option
Applicable to Distance constraint:
- bge.logic.KX_CONSTRAINTACT_NORMAL
Activate alignment to surface
- bge.logic.KX_CONSTRAINTACT_DISTANCE
Activate distance control
- bge.logic.KX_CONSTRAINTACT_LOCAL
Direction of the ray is along the local axis
Applicable to Force field constraint:
- bge.logic.KX_CONSTRAINTACT_DOROTFH
Force field act on rotation as well
Applicable to both:
- bge.logic.KX_CONSTRAINTACT_MATERIAL
Detect material rather than property
- bge.logic.KX_CONSTRAINTACT_PERMANENT
No deactivation if ray does not hit target
See bge.types.SCA_ConstraintActuator.limit
- bge.logic.KX_CONSTRAINTACT_LOCX
Limit X coord.
- bge.logic.KX_CONSTRAINTACT_LOCY
Limit Y coord
- bge.logic.KX_CONSTRAINTACT_LOCZ
Limit Z coord
- bge.logic.KX_CONSTRAINTACT_ROTX
Limit X rotation
- bge.logic.KX_CONSTRAINTACT_ROTY
Limit Y rotation
- bge.logic.KX_CONSTRAINTACT_ROTZ
Limit Z rotation
- bge.logic.KX_CONSTRAINTACT_DIRNX
Set distance along negative X axis
- bge.logic.KX_CONSTRAINTACT_DIRNY
Set distance along negative Y axis
- bge.logic.KX_CONSTRAINTACT_DIRNZ
Set distance along negative Z axis
- bge.logic.KX_CONSTRAINTACT_DIRPX
Set distance along positive X axis
- bge.logic.KX_CONSTRAINTACT_DIRPY
Set distance along positive Y axis
- bge.logic.KX_CONSTRAINTACT_DIRPZ
Set distance along positive Z axis
- bge.logic.KX_CONSTRAINTACT_ORIX
Set orientation of X axis
- bge.logic.KX_CONSTRAINTACT_ORIY
Set orientation of Y axis
- bge.logic.KX_CONSTRAINTACT_ORIZ
Set orientation of Z axis
- bge.logic.KX_CONSTRAINTACT_FHNX
Set force field along negative X axis
- bge.logic.KX_CONSTRAINTACT_FHNY
Set force field along negative Y axis
- bge.logic.KX_CONSTRAINTACT_FHNZ
Set force field along negative Z axis
- bge.logic.KX_CONSTRAINTACT_FHPX
Set force field along positive X axis
- bge.logic.KX_CONSTRAINTACT_FHPY
Set force field along positive Y axis
- bge.logic.KX_CONSTRAINTACT_FHPZ
Set force field along positive Z axis
Dynamic Actuator
See bge.types.SCA_DynamicActuator
- bge.logic.KX_DYN_RESTORE_DYNAMICS
- bge.logic.KX_DYN_DISABLE_DYNAMICS
- bge.logic.KX_DYN_ENABLE_RIGID_BODY
- bge.logic.KX_DYN_DISABLE_RIGID_BODY
- bge.logic.KX_DYN_SET_MASS
Game Actuator
See bge.types.SCA_GameActuator
- bge.logic.KX_GAME_LOAD
- bge.logic.KX_GAME_START
- bge.logic.KX_GAME_RESTART
- bge.logic.KX_GAME_QUIT
- bge.logic.KX_GAME_SAVECFG
- bge.logic.KX_GAME_LOADCFG
Mouse Actuator
- bge.logic.KX_ACT_MOUSE_OBJECT_AXIS_X
- bge.logic.KX_ACT_MOUSE_OBJECT_AXIS_Y
- bge.logic.KX_ACT_MOUSE_OBJECT_AXIS_Z
Parent Actuator
- bge.logic.KX_PARENT_REMOVE
- bge.logic.KX_PARENT_SET
Random Distributions
See bge.types.SCA_RandomActuator
- bge.logic.KX_RANDOMACT_BOOL_CONST
- bge.logic.KX_RANDOMACT_BOOL_UNIFORM
- bge.logic.KX_RANDOMACT_BOOL_BERNOUILLI
- bge.logic.KX_RANDOMACT_INT_CONST
- bge.logic.KX_RANDOMACT_INT_UNIFORM
- bge.logic.KX_RANDOMACT_INT_POISSON
- bge.logic.KX_RANDOMACT_FLOAT_CONST
- bge.logic.KX_RANDOMACT_FLOAT_UNIFORM
- bge.logic.KX_RANDOMACT_FLOAT_NORMAL
- bge.logic.KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL
Scene Actuator
See bge.types.SCA_SceneActuator
- bge.logic.KX_SCENE_RESTART
- bge.logic.KX_SCENE_SET_SCENE
- bge.logic.KX_SCENE_SET_CAMERA
- bge.logic.KX_SCENE_ADD_FRONT_SCENE
- bge.logic.KX_SCENE_ADD_BACK_SCENE
- bge.logic.KX_SCENE_REMOVE_SCENE
- bge.logic.KX_SCENE_SUSPEND
- bge.logic.KX_SCENE_RESUME
Sound Actuator
See bge.types.SCA_SoundActuator
- bge.logic.KX_SOUNDACT_PLAYSTOP
- Value:
1
- bge.logic.KX_SOUNDACT_PLAYEND
- Value:
2
- bge.logic.KX_SOUNDACT_LOOPSTOP
- Value:
3
- bge.logic.KX_SOUNDACT_LOOPEND
- Value:
4
- bge.logic.KX_SOUNDACT_LOOPBIDIRECTIONAL
- Value:
5
- bge.logic.KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP
- Value:
6
Steering Actuator
See bge.types.SCA_SteeringActuator.behavior
- bge.logic.KX_STEERING_SEEK
- Value:
1
- bge.logic.KX_STEERING_FLEE
- Value:
2
- bge.logic.KX_STEERING_PATHFOLLOWING
- Value:
3
TrackTo Actuator
See bge.types.SCA_TrackToActuator
- bge.logic.KX_TRACK_UPAXIS_POS_X
- bge.logic.KX_TRACK_UPAXIS_POS_Y
- bge.logic.KX_TRACK_UPAXIS_POS_Z
- bge.logic.KX_TRACK_TRAXIS_POS_X
- bge.logic.KX_TRACK_TRAXIS_POS_Y
- bge.logic.KX_TRACK_TRAXIS_POS_Z
- bge.logic.KX_TRACK_TRAXIS_NEG_X
- bge.logic.KX_TRACK_TRAXIS_NEG_Y
- bge.logic.KX_TRACK_TRAXIS_NEG_Z
Various
2D Filter
- bge.logic.RAS_2DFILTER_BLUR
- Value:
2
- bge.logic.RAS_2DFILTER_CUSTOMFILTER
Customer filter, the code code is set via shaderText property.
- Value:
12
- bge.logic.RAS_2DFILTER_DILATION
- Value:
4
- bge.logic.RAS_2DFILTER_DISABLED
Disable the filter that is currently active
- Value:
-1
- bge.logic.RAS_2DFILTER_ENABLED
Enable the filter that was previously disabled
- Value:
-2
- bge.logic.RAS_2DFILTER_EROSION
- Value:
5
- bge.logic.RAS_2DFILTER_GRAYSCALE
- Value:
9
- bge.logic.RAS_2DFILTER_INVERT
- Value:
11
- bge.logic.RAS_2DFILTER_LAPLACIAN
- Value:
6
- bge.logic.RAS_2DFILTER_MOTIONBLUR
Deprecated since version 0.3.0.
Create and enable preset filters
- Value:
1
- bge.logic.RAS_2DFILTER_NOFILTER
Disable and destroy the filter that is currently active
- Value:
0
- bge.logic.RAS_2DFILTER_PREWITT
- Value:
8
- bge.logic.RAS_2DFILTER_SEPIA
- Value:
10
- bge.logic.RAS_2DFILTER_SHARPEN
- Value:
3
- bge.logic.RAS_2DFILTER_SOBEL
- Value:
7
Armature Channel
See bge.types.BL_ArmatureChannel.rotation_mode
- bge.logic.ROT_MODE_QUAT
Use quaternion in rotation attribute to update bone rotation.
- Value:
0
- bge.logic.ROT_MODE_XYZ
Use euler_rotation and apply angles on bone’s Z, Y, X axis successively.
- Value:
1
- bge.logic.ROT_MODE_XZY
Use euler_rotation and apply angles on bone’s Y, Z, X axis successively.
- Value:
2
- bge.logic.ROT_MODE_YXZ
Use euler_rotation and apply angles on bone’s Z, X, Y axis successively.
- Value:
3
- bge.logic.ROT_MODE_YZX
Use euler_rotation and apply angles on bone’s X, Z, Y axis successively.
- Value:
4
- bge.logic.ROT_MODE_ZXY
Use euler_rotation and apply angles on bone’s Y, X, Z axis successively.
- Value:
5
- bge.logic.ROT_MODE_ZYX
Use euler_rotation and apply angles on bone’s X, Y, Z axis successively.
- Value:
6
Armature Constraint
See bge.types.BL_ArmatureConstraint.type
- bge.logic.CONSTRAINT_TYPE_TRACKTO
- bge.logic.CONSTRAINT_TYPE_KINEMATIC
- bge.logic.CONSTRAINT_TYPE_ROTLIKE
- bge.logic.CONSTRAINT_TYPE_LOCLIKE
- bge.logic.CONSTRAINT_TYPE_MINMAX
- bge.logic.CONSTRAINT_TYPE_SIZELIKE
- bge.logic.CONSTRAINT_TYPE_LOCKTRACK
- bge.logic.CONSTRAINT_TYPE_STRETCHTO
- bge.logic.CONSTRAINT_TYPE_CLAMPTO
- bge.logic.CONSTRAINT_TYPE_TRANSFORM
- bge.logic.CONSTRAINT_TYPE_DISTLIMIT
See bge.types.BL_ArmatureConstraint.ik_type
- bge.logic.CONSTRAINT_IK_COPYPOSE
constraint is trying to match the position and eventually the rotation of the target.
- Value:
0
- bge.logic.CONSTRAINT_IK_DISTANCE
Constraint is maintaining a certain distance to target subject to ik_mode
- Value:
1
See bge.types.BL_ArmatureConstraint.ik_flag
- bge.logic.CONSTRAINT_IK_FLAG_TIP
Set when the constraint operates on the head of the bone and not the tail
- Value:
1
- bge.logic.CONSTRAINT_IK_FLAG_ROT
Set when the constraint tries to match the orientation of the target
- Value:
2
- bge.logic.CONSTRAINT_IK_FLAG_STRETCH
Set when the armature is allowed to stretch (only the bones with stretch factor > 0.0)
- Value:
16
- bge.logic.CONSTRAINT_IK_FLAG_POS
Set when the constraint tries to match the position of the target.
- Value:
32
See bge.types.BL_ArmatureConstraint.ik_mode
- bge.logic.CONSTRAINT_IK_MODE_INSIDE
The constraint tries to keep the bone within ik_dist of target
- Value:
0
- bge.logic.CONSTRAINT_IK_MODE_OUTSIDE
The constraint tries to keep the bone outside ik_dist of the target
- Value:
1
- bge.logic.CONSTRAINT_IK_MODE_ONSURFACE
The constraint tries to keep the bone exactly at ik_dist of the target.
- Value:
2
Blender Material
- bge.logic.BL_DST_ALPHA
- bge.logic.BL_DST_COLOR
- bge.logic.BL_ONE
- bge.logic.BL_ONE_MINUS_DST_ALPHA
- bge.logic.BL_ONE_MINUS_DST_COLOR
- bge.logic.BL_ONE_MINUS_SRC_ALPHA
- bge.logic.BL_ONE_MINUS_SRC_COLOR
- bge.logic.BL_SRC_ALPHA
- bge.logic.BL_SRC_ALPHA_SATURATE
- bge.logic.BL_SRC_COLOR
- bge.logic.BL_ZERO
Input Status
See bge.types.SCA_PythonKeyboard
, bge.types.SCA_PythonMouse
, bge.types.SCA_MouseSensor
, bge.types.SCA_KeyboardSensor
- bge.logic.KX_INPUT_NONE
- bge.logic.KX_INPUT_JUST_ACTIVATED
- bge.logic.KX_INPUT_ACTIVE
- bge.logic.KX_INPUT_JUST_RELEASED
KX_GameObject
See bge.types.KX_GameObject.playAction
- bge.logic.KX_ACTION_MODE_PLAY
Play the action once.
- Value:
0
- bge.logic.KX_ACTION_MODE_LOOP
Loop the action (repeat it).
- Value:
1
- bge.logic.KX_ACTION_MODE_PING_PONG
Play the action one direct then back the other way when it has completed.
- Value:
2
- bge.logic.KX_ACTION_BLEND_BLEND
Blend layers using linear interpolation
- Value:
0
- bge.logic.KX_ACTION_BLEND_ADD
Adds the layers together
- Value:
1
Shader
- bge.logic.VIEWMATRIX
- bge.logic.VIEWMATRIX_INVERSE
- bge.logic.VIEWMATRIX_INVERSETRANSPOSE
- bge.logic.VIEWMATRIX_TRANSPOSE
- bge.logic.MODELMATRIX
- bge.logic.MODELMATRIX_INVERSE
- bge.logic.MODELMATRIX_INVERSETRANSPOSE
- bge.logic.MODELMATRIX_TRANSPOSE
- bge.logic.MODELVIEWMATRIX
- bge.logic.MODELVIEWMATRIX_INVERSE
- bge.logic.MODELVIEWMATRIX_INVERSETRANSPOSE
- bge.logic.MODELVIEWMATRIX_TRANSPOSE
- bge.logic.CAM_POS
Current camera position
- bge.logic.CONSTANT_TIMER
- bge.logic.EYE
User a timer for the uniform value.
- bge.logic.SHD_TANGENT
States
See bge.types.SCA_StateActuator
- bge.logic.KX_STATE1
- bge.logic.KX_STATE2
- bge.logic.KX_STATE3
- bge.logic.KX_STATE4
- bge.logic.KX_STATE5
- bge.logic.KX_STATE6
- bge.logic.KX_STATE7
- bge.logic.KX_STATE8
- bge.logic.KX_STATE9
- bge.logic.KX_STATE10
- bge.logic.KX_STATE11
- bge.logic.KX_STATE12
- bge.logic.KX_STATE13
- bge.logic.KX_STATE14
- bge.logic.KX_STATE15
- bge.logic.KX_STATE16
- bge.logic.KX_STATE17
- bge.logic.KX_STATE18
- bge.logic.KX_STATE19
- bge.logic.KX_STATE20
- bge.logic.KX_STATE21
- bge.logic.KX_STATE22
- bge.logic.KX_STATE23
- bge.logic.KX_STATE24
- bge.logic.KX_STATE25
- bge.logic.KX_STATE26
- bge.logic.KX_STATE27
- bge.logic.KX_STATE28
- bge.logic.KX_STATE29
- bge.logic.KX_STATE30
See bge.types.SCA_StateActuator.operation
- bge.logic.KX_STATE_OP_CLR
Substract bits to state mask
- Value:
0
- bge.logic.KX_STATE_OP_CPY
Copy state mask
- Value:
1
- bge.logic.KX_STATE_OP_NEG
Invert bits to state mask
- Value:
2
- bge.logic.KX_STATE_OP_SET
Add bits to state mask
- Value:
3