|
|
| getLightList |
getObjectList |
| getName |
-----------
|
|
|
| active_camera |
name |
| activity_culling |
suspended |
| activity_culling_radius |
---------- |
|
|
getLightList
getLightList()
Returns a list of the light objects in the scene.
Return type: list [KX_Light]
Sample Code
# get the current scene
scene = GameLogic.getCurrentScene()
# get list of light objects in current scene
lightList = scene.getLightList()
# get name of first light in list
name = lightList[0].name
getName
getName()
Returns the name of the current scene.
Return type: string
Sample Code
# get the current scene
scene = GameLogic.getCurrentScene()
# get the name of the current scene
sceneName = scene.getName()
getObjectList
getObjectList()
Returns a list of the game objects in the scene
Type: list [KX_GameObject]
Sample Code
# get the current scene
scene = GameLogic.getCurrentScene()
# get a list of the objects in the current scene
objList = scene.getObjectList()
# get name of first object in list
name = objList[0].name
Variables
active_camera
active_camera
Returns active camera object
Sample Code
# get current scene
scene = GameLogic.getCurrentScene()
# get active camera
cam = scene.active_camera
activity_culling
activity_culling
Returns whether or not the activity culling is being used.
(activity
culling disables logic bricks when the camera is more than a certain
distance from them.)
Type: bool
1 = True = using activity culling
0 = False = not using activity culling
Sample Code
# get current scene
scene = GameLogic.getCurrentScene()
# activity culling status
culling = scene.activity_culling
activity_culling_radius
activity_culling_radius
Returns the distance at which activity culling should start.
Type: float
Note:
Uses Manhattan distance.
Think city blocks and distance
traveled in a city.
To go from South West corner of a city to
North
East corner, you can't travel in a straight line. You would
go North
one block, East one block, North one block, etc.
The actual distance
you'd have to travel is Manhattan distance.
Sample Code
# get current scene
scene = GameLogic.getCurrentScene()
# activity culling radius
radius = scene.activity_culling_radius
name
name
Returns the name of the current scene.
Type: string
Sample Code
# get current scene
scene = GameLogic.getCurrentScene()
# get scene name
name = scene.name
suspended
suspended
Returns whether or not the scene has been suspended.
Type: bool
1 = True = scene was suspended
0 = False = scene wasn't suspended
Sample Code
# get current scene
scene = GameLogic.getCurrentScene()
# suspended status
status = scene.suspended
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