Module GameTypes :: Class KX_TouchSensor
[hide private]
[frames] | no frames]

Class KX_TouchSensor

source code

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

Touch sensor detects collisions between objects.

Instance Methods [hide private]
    Deprecated
 
setProperty(name)
Set the property or material to collide with.
source code
string
getProperty()
Returns the property or material to collide with.
source code
KX_GameObject
getHitObject()
Returns the last object hit by this touch sensor.
source code
CListValue of hitObjectList
getHitObjectList()
Returns a list of all objects hit in the last frame.
source code
 
getTouchMaterial()
Returns KX_TRUE if this sensor looks for a specific material, KX_FALSE if it looks for a specific property.
source code
    Inherited from SCA_ISensor
 
reset()
Reset sensor internal state, effect depends on the type of sensor and settings.
source code
integer
getFrequency()
The frequency for pulse mode sensors.
source code
 
getInvert()
True if this sensor activates on negative events.
source code
boolean
getLevel()
Returns whether this sensor is a level detector or a edge detector.
source code
 
getUseNegPulseMode()
True if the sensor is in negative pulse mode.
source code
 
getUsePosPulseMode()
True if the sensor is in positive pulse mode.
source code
 
isPositive()
True if this sensor brick is in a positive state.
source code
 
isTriggered()
True if this sensor brick has triggered the current controller.
source code
 
setFrequency(freq)
Sets the frequency for pulse mode sensors.
source code
 
setInvert(invert)
Sets if this sensor activates on positive or negative events.
source code
 
setLevel(level)
Set whether to detect level or edge transition when entering a state.
source code
 
setUseNegPulseMode(pulse)
Sets negative pulse mode.
source code
 
setUsePosPulseMode(pulse)
Sets positive pulse mode.
source code
    Inherited from SCA_ILogicBrick
integer
getExecutePriority()
Gets the execution priority of this logic brick.
source code
KX_GameObject
getOwner()
Gets the game object associated with this logic brick.
source code
 
setExecutePriority(priority)
Sets the priority of this logic brick.
source code
    Inherited from CValue
string
getName()
Returns the name of the CValue.
source code
    Inherited from PyObjectPlus
bool
isA(game_type)
Check if this is a type or a subtype game_type.
source code
Instance Variables [hide private]
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.
Method Details [hide private]

setProperty(name)

source code 
Set the property or material to collide with. Use setTouchMaterial() to switch between properties and materials.

Deprecated: use the property property

getProperty()

source code 
Returns the property or material to collide with. Use getTouchMaterial() to find out whether this sensor looks for properties or materials.
Returns: string

Deprecated: use the property property

getHitObject()

source code 
Returns the last object hit by this touch sensor.
Returns: KX_GameObject

Deprecated: use the hitObject property

getHitObjectList()

source code 

Returns a list of all objects hit in the last frame. (deprecated)

Only objects that have the requisite material/property are listed.
Returns: CListValue of hitObjectList

Deprecated: use the hitObjectList property

getTouchMaterial()

source code 
Returns KX_TRUE if this sensor looks for a specific material, KX_FALSE if it looks for a specific property. (deprecated)

Deprecated: use the useMaterial property


Instance Variable Details [hide private]

hitObject

The last collided object. (read-only)
Type:
KX_GameObject or None

hitObjectList

A list of colliding objects. (read-only)
Type:
CListValue of KX_GameObject

useMaterial

Determines if the sensor is looking for a property or material. KX_True = Find material; KX_False = Find property
Type:
boolean