A keyboard sensor detects player key presses.
key state GameLogic
members (KX_INPUT_NONE, KX_INPUT_JUST_ACTIVATED, KX_INPUT_ACTIVE,
KX_INPUT_JUST_RELEASED)
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bool
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keycode from GameKeys
module
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getKey()
Returns the key code this sensor is looking for. |
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setKey(keycode)
Set the key this sensor should listen for. |
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keycode from GameKeys
module
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getHold1()
Returns the key code for the first modifier this sensor is looking
for. |
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setHold1(keycode)
Sets the key code for the first modifier this sensor should look for. |
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keycode from GameKeys
module
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getHold2()
Returns the key code for the second modifier this sensor is looking
for. |
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setHold2(keycode)
Sets the key code for the second modifier this sensor should look
for. |
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list of key status. [[keycode, status]]
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getPressedKeys()
Get a list of keys that have either been pressed, or just released
this frame. |
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list of key status. [[keycode, status]]
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integer
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integer
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boolean
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string
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KX_GameObject
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list [[keycode, status], ...]
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events
a list of pressed keys that have either been pressed, or just
released, or are active this frame.
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int
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executePriority
This determines the order controllers are evaluated, and actuators
are activated (lower priority is executed first).
(Inherited from GameTypes.SCA_ILogicBrick)
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int
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frequency
The frequency for pulse mode sensors.
(Inherited from GameTypes.SCA_ISensor)
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keycode from GameKeys
module
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hold1
The key code for the first modifier this sensor is looking for.
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keycode from GameKeys
module
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hold2
The key code for the second modifier this sensor is looking for.
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bool
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invalid
Test if the object has been freed by the game engine and is no longer
valid.
(Inherited from GameTypes.PyObjectPlus)
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boolean
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invert
Flag to set if this sensor activates on positive or negative events.
(Inherited from GameTypes.SCA_ISensor)
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keycode from GameKeys
module
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key
The key code this sensor is looking for.
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boolean
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level
Option whether to detect level or edge transition when entering a
state.
(Inherited from GameTypes.SCA_ISensor)
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string
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name
The name of this CValue derived object (read-only).
(Inherited from GameTypes.SCA_ILogicBrick)
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KX_GameObject or None in exceptional cases.
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owner
The game object this logic brick is attached to (read-only).
(Inherited from GameTypes.SCA_ILogicBrick)
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boolean
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positive
True if this sensor brick is in a positive state.
(Inherited from GameTypes.SCA_ISensor)
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boolean
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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)
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string
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targetProperty
The name of the property that receives keystrokes in case in case a
string is logged.
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string
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toggleProperty
The name of the property that indicates whether or not to log
keystrokes as a string.
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boolean
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triggered
True if this sensor brick is in a positive state.
(Inherited from GameTypes.SCA_ISensor)
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boolean
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useAllKeys
Flag to determine whether or not to accept all keys.
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boolean
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useNegPulseMode
Flag to turn negative pulse mode on and off.
(Inherited from GameTypes.SCA_ISensor)
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boolean
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usePosPulseMode
Flag to turn positive pulse mode on and off.
(Inherited from GameTypes.SCA_ISensor)
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