Module GameTypes :: Class KX_NearSensor
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Class KX_NearSensor

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

A near sensor is a specialised form of touch sensor.

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