Module GameTypes :: Class KX_NearSensor
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Class KX_NearSensor

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PyObjectPlus --+                
               |                
          CValue --+            
                   |            
     SCA_ILogicBrick --+        
                       |        
             SCA_ISensor --+    
                           |    
              KX_TouchSensor --+
                               |
                              KX_NearSensor
Known Subclasses:
KX_RadarSensor

A near sensor is a specialised form of touch sensor.

Instance Methods [hide private]
    Deprecated
    Inherited from KX_TouchSensor
KX_GameObject
getHitObject()
Returns the last object hit by this touch sensor.
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CListValue of hitObjectList
getHitObjectList()
Returns a list of all objects hit in the last frame.
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string
getProperty()
Returns the property or material to collide with.
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getTouchMaterial()
Returns KX_TRUE if this sensor looks for a specific material, KX_FALSE if it looks for a specific property.
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setProperty(name)
Set the property or material to collide with.
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    Inherited from SCA_ISensor
 
reset()
Reset sensor internal state, effect depends on the type of sensor and settings.
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integer
getFrequency()
The frequency for pulse mode sensors.
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getInvert()
True if this sensor activates on negative events.
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boolean
getLevel()
Returns whether this sensor is a level detector or a edge detector.
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getUseNegPulseMode()
True if the sensor is in negative pulse mode.
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getUsePosPulseMode()
True if the sensor is in positive pulse mode.
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isPositive()
True if this sensor brick is in a positive state.
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isTriggered()
True if this sensor brick has triggered the current controller.
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setFrequency(freq)
Sets the frequency for pulse mode sensors.
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setInvert(invert)
Sets if this sensor activates on positive or negative events.
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setLevel(level)
Set whether to detect level or edge transition when entering a state.
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setUseNegPulseMode(pulse)
Sets negative pulse mode.
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setUsePosPulseMode(pulse)
Sets positive pulse mode.
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    Inherited from SCA_ILogicBrick
integer
getExecutePriority()
Gets the execution priority of this logic brick.
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KX_GameObject
getOwner()
Gets the game object associated with this logic brick.
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setExecutePriority(priority)
Sets the priority of this logic brick.
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    Inherited from CValue
string
getName()
Returns the name of the CValue.
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    Inherited from PyObjectPlus
bool
isA(game_type)
Check if this is a type or a subtype game_type.
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Instance Variables [hide private]
float distance
The near sensor activates when an object is within this distance.
float resetDistance
The near sensor deactivates when the object exceeds this distance.
    Inherited from KX_TouchSensor
KX_GameObject or None hitObject
The last collided object.
CListValue of KX_GameObject hitObjectList
A list of colliding objects.
string propName
The property or material to collide with.
boolean useMaterial
Determines if the sensor is looking for a property or material.
bool usePulseCollision
When enabled, changes to the set of colliding objects generate a pulse.
    Inherited from SCA_ISensor
int frequency
The frequency for pulse mode sensors.
boolean invert
Flag to set if this sensor activates on positive or negative events.
boolean level
Option whether to detect level or edge transition when entering a state.
boolean positive
True if this sensor brick is in a positive state.
boolean tap
When enabled only sensors that are just activated will send a positive event, after this they will be detected as negative by the controllers.
boolean triggered
True if this sensor brick is in a positive state.
boolean useNegPulseMode
Flag to turn negative pulse mode on and off.
boolean usePosPulseMode
Flag to turn positive pulse mode on and off.
    Inherited from SCA_ILogicBrick
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first).
string name
The name of this CValue derived object (read-only).
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read-only).
    Inherited from PyObjectPlus
bool invalid
Test if the object has been freed by the game engine and is no longer valid.