Blender 3d game engine: SCA_RandomActuator
Methods:
getDistribution setFloatNegativeExponential
getPara1 setFloatNormal
getPara2 setFloatUniform
getProperty setIntConst
getSeed setIntPoisson
setBoolBernouilli setIntUniform
setBoolConst setProperty
setBoolUniform setSeed
setFloatConst ----------
Variables:
---------- ----------
Constants:
---------- ----------
Inherited
Methods:
getExecutePriority isA
getOwner setExecutePriority
getName ----------



Instance Methods

getDistribution

getDistribution()

Returns the type of distribution.

Return type:   integer

1 = Bool Constant
2 = Bool Uniform
3 = Bool Bernouilli
4 = Int Constant
5 = Int Uniform
6 = Int Poisson
7 = Float Constant
8 = Float Uniform
9 = Float Normal
10 = Float Neg. Exp.

Sample Code

#get controller
controller = GameLogic.getCurrentController()

# get random actuator named act
actRandom = controller.getActuator("act")

# get distribution method
distrib = actRandom.getDistribution()

getPara1

getPara1()

Returns the first parameter for the distribution being used.

Bool Constant:
Return Type:  bool
1.0 = True
0.0 = False

Bool Uniform:
Return Type:  float
0.0  (first parameter doesn't exist)

Bool Bernouilli:
Return Type:  bool
bool (1.0 or 0.0) entered in 'Chance'.

Int Constant:
Return Type:  integer
number entered in  'Value'.

Int Uniform:
Return Type:  integer
number entered in 'Min".

Int Poisson:
Return Type:  integer
number entered in 'Mean'.

Float Constant:
Return Type:  float
number entered in  'Value'.

Float Uniform:
Return Type:  float
number entered in 'Min".

Float Normal:
Return Type:  float
number entered in 'Mean'.

Float Neg. Exp.:
Return Type:  float
number entered in 'Half-life Time'

Sample Code

#get controller
controller = GameLogic.getCurrentController()

# get random actuator named act
actRandom = controller.getActuator("act")

# get 1st parameter
paraFirst = actRandom.getPara1()

getPara2

getPara2()

Returns the second parameter for the distribution being used.

Bool Constant:
Return Type:  bool
0.0 (second parameter doesn't exist)

Bool Uniform:
Return Type:  bool
0.0  (second parameter doesn't exist)

Bool Bernouilli:
Return Type:  bool
0.0  (second parameter doesn't exist)

Int Constant:
Return Type:  integer
0.0  (second parameter doesn't exist)

Int Uniform:
Return Type:  integer
Returns number entered in 'Max".

Int Poisson:
Return Type:  integer
0.0  (second parameter doesn't exist)

Float Constant:
Return Type:  float
0.0  (second parameter doesn't exist)

Float Uniform:
Return Type:  float
Returns number entered in 'Max".

Float Normal:
Return Type:  float
Returns number entered in 'SD'.

Float Neg. Exp.:
Return Type:  float
0.0  (second parameter doesn't exist)

Sample Code

#get controller
controller = GameLogic.getCurrentController()

# get random actuator named act
actRandom = controller.getActuator("act")

# get 2nd parameter
paraSecond = actRandom.getPara2()

getProperty

getProperty()

Returns the name of the property to set.

Return type:  string

Sample Code

#get controller
controller = GameLogic.getCurrentController()

# get random actuator named act
actRandom = controller.getActuator("act")

# get property
prop = actRandom.getProperty()

getSeed

getSeed()

Return the initial seed the generator uses.

Return type:  integer

Sample Code

#get controller
controller = GameLogic.getCurrentController()

# get random actuator named act
actRandom = controller.getActuator("act")

# get initial seed
seed = actRandom.getSeed()

setBoolBernouilli

setBoolBernouilli(value)

Sets random generator to produce bool using a Bernouilli distribution.

value:
Type:  float.
Range 0.0 to 1.0

value is the 'chance' of generating True.
0.0  will alway generate True.
1.0 will always generate False.

Sample Code

#get controller
controller = GameLogic.getCurrentController()

# get random actuator named act
actRandom = controller.getActuator("act")

# set boolbernouilli
actRandom.setBoolBernouilli(0.25)

setBoolConst

setBoolConst(value)

Set the generator to produce a constant bool value

value:
Type:  Bool.
   True or 1 = always True Bool value
   False or 0 = always False Bool value

Sample Code

#get controller
controller = GameLogic.getCurrentController()

# get random actuator named act
actRandom = controller.getActuator("act")

# always use True
actRandom.setBoolConst(True)

setBoolUniform

setBoolUniform()

Sets the generator to produce a uniform bool distribution. 

A 50/50 chance to be True or False.

Sample Code

#get controller
controller = GameLogic.getCurrentController()

# get random actuator named act
actRandom = controller.getActuator("act")

# 50/50 chance to be true or false.
actRandom.setBoolUniform()

setFloatConst

setFloatConst(value)

Sets a value to always be generated.

value:
Type:  float
   range:  0.0 to 1.0

Sample Code

#get controller
controller = GameLogic.getCurrentController()

# get random actuator named act
actRandom = controller.getActuator("act")

# set constant value
actRandom.setFloatConst(0.75)

setFloatNegativeExponential

setFloatNegativeExponential(half_life)

Set the generator to generate negative_exponentially distributed numbers.

half_life:
Type:  float

Sample Code

#get controller
controller = GameLogic.getCurrentController()

# get random actuator named act
actRandom = controller.getActuator("act")

# generate negative_exponentially distributed numbers
actRandom.setFloatNegativeExponential(8.5)

setFloatNormal

setFloatNormal(mean, standard_deviation)

Generates a random float from the given normal distribution.

mean:
Type:  float

The mean (average) value of the generated numbers.

standard_deviation:
Type:  float

The standard deviation of the generated numbers

Sample Code

#get controller
controller = GameLogic.getCurrentController()

# get random actuator named act
actRandom = controller.getActuator("act")

# generate a random float from the given normal distribution
actRandom.setFloatNormal(3.0, 6.0)

setFloatUniform

setFloatUniform(lower_bound, upper_bound)

Generates a random float between upper and lower bounds (max and min) with a uniform distribution

lower_bound:
Type:  float

upper_bound:
Type:  float

Sample Code

#get controller
controller = GameLogic.getCurrentController()

# get random actuator named act
actRandom = controller.getActuator("act")

# generate a random float between min and max
actRandom.setFloatUniform(3.0, 6.0)

setIntConst

setIntConst(value)

Set the generator to always produce this value.

value:
Type:  integer

Sample Code

#get controller
controller = GameLogic.getCurrentController()

# get random actuator named act
actRandom = controller.getActuator("act")

# generate a set value of 6
actRandom.setIntConst(6)

setIntPoisson

setIntPoisson(value)

Generates a Poisson distributed number.

value:
Type:  float

Sample Code

#get controller
controller = GameLogic.getCurrentController()

# get random actuator named act
actRandom = controller.getActuator("act")

# generate a Poisson distributed number
actRandom.setIntPoisson(3.0)

setIntUniform

setIntUniform(lower_bound, upper_bound)

Generates a random between the upper and lower bounds (inclusive).

lower_bound:
Type:  integer

upper_bound:
Type:  integer

Sample Code

#get controller
controller = GameLogic.getCurrentController()

# get random actuator named act
actRandom = controller.getActuator("act")

# generate a Poisson distributed number
actRandom.setIntUniform( 1, 6)

setProperty

setProperty(property)

Sets the property to which the random value is assigned.

property:
Type:  string

Sample Code

#get controller
controller = GameLogic.getCurrentController()

# get random actuator named act
actRandom = controller.getActuator("act")

# assign to dice
actRandom.setProperty("dice")

setSeed

setSeed(seed)

Sets the seed of the random number generator.

seed:
Type:  integer

Note:
If seed is 0, the generator will return the same value on every call.
Equal seeds return equal series.

Sample Code

#get controller
controller = GameLogic.getCurrentController()

# get random actuator named act
actRandom = controller.getActuator("act")

# set seed
actRandom.setSeed(4)



Instance Methods: Inherited

getExecutePriority

getExecutePriority()

Gets the execute priority of the logic brick

Return Type:  integer

Doesn't work:
Crashes Blender

Sample Code

# get the controller
controller = GameLogic.getCurrentController()

# get the actuator named act
act = controller.getActuator("act")

# get brick priority
priority = act.getExecutePriority()

getOwner

getOwner()

Gets the game object that owns the logic brick.

Return Type:  KX_GameObject

Sample Code

# get the controller
controller = GameLogic.getCurrentController()

# get the actuator named act
act = controller.getActuator("act")

# get brick owner
owner = act.getOwner()

setExecutePriority

setExecutePriority(priority)

Sets the execution priority of the logic brick.

priority:
   Type:  integer
0 is first
1 is second
etc.

Sample Code

# get the controller
controller = GameLogic.getCurrentController()

# get the actuator named act
act = controller.getActuator("act")

# set brick priority to be first
act.setExecutePriority(0)





isA

isA(Type)

Checks the Object type.
(KX_GameObject, SCA_ILogicBrick, KX_Scene, etc.)

Type:  String

Return Type:  Bool
1 = True
0 = False

Sample Code

# get the controller
controller = GameLogic.getCurrentController()

# get the object controller attached to
owner = controller.getOwner()

# is owner a GameObject?
gameObject = owner.isA("KX_GameObject")





getName

getName()

Returns the name of actuator

Return Type:  string

Sample Code

# get the controller
controller = GameLogic.getCurrentController()

# get a list of the attached actuators 
actList = controller.getActuators()

# loop through the list of actuators
for act in actList:

# look for an actuator named "RocketMotion"
if act.getName() == "RocketMotion":

# use it
GameLogic.addActiveActuator(act, True)

# Done.  Break out of loop
break


Blender 3D
Game Engine
Rapid prototyping for 3D games. Test realtime 3D gameplay without having to compile the game code. 3D game models automatically added.  GLSL shaders. Normal Mapping and Parallax Mapping. All OpenGL Lighting modes. This includes transparencies, animated and reflection mapped textures. Multiple textures and materials. UV mapping. Per-pixel lighting and dynamic lighting.  Uses Bullet Physics. Soft body dynamics. Rigid body dynamics. Collision detection and dynamics simulation. Collision bounds of all types. Car physics engine with full support for vehicle dynamics. (Spring reactions, stiffness, damping, tire friction etc.).