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Vector
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jump(self,
speed,
force)
sets the jump digit of the speed vector with the given force |
source code
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marioJump(self,
hurdle_pos)
sets the mario jump, to get out of the way of an enemy after get hurt
once |
source code
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Vector
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move(self,
fwd,
back,
left,
right,
force)
calculates the movement of the object, dependent on given input
parameters (direction and force) |
source code
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look(self,
mouse_screen_pos,
dtime,
sensitivity)
sets the players actual camera view dependent on user's mouse input,
elapsed time and sensitivity |
source code
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initOneighty(self,
turn_duration)
initialize the 'Oneighty' with the right parameters and given
duration it sets the used member variables with the right values to
know how to rotate and the local rotation of the player afterwards
and parents the player to the rotating ground object |
source code
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Boolean
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setInventoryGauge(self)
refresh the inventory gauge on the screen and in the config parser |
source code
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Boolean
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deleteObject(self)
deletes object and removes it from the scene |
source code
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List [vx, vy, vz]
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Vector
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Matrix
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setLinearVelocity(self,
speed,
local=0)
if 'local = True' it sets the local linear velocity otherwise it sets
the global linear velocity |
source code
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Boolean
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aim
True if player aims at a target, otherwise False
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Integer
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ammo
the amount of bullets the player has in his gun
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Float
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angleX
just a temporary variable to leave the angleXTotal variable untouched
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Integer
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angleXTotal
the global rotation about the x-axis of the player (player rotates
finally just about x and y)
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Float
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angleY
just a temporary variable to leave the angleYTotal variable untouched
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Integer
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angleYTotal
the global rotation about the y-axis of the player (player rotates
finally just about x and y)
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Float
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cosX
the cosinus amount of looking up and down
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Float
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flyTime
the time when you began to leave the ground
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Integer
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globalRotationX
the rotation amount about x-axis when turning
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Integer
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globalRotationY
the rotation amount about y-axis when turning
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Boolean
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godMode
True if player is in godmode; normally after a hurdle hit to stay
alive and not to lose all your health
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Float
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godStartTime
the time when the player godmode started
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MY_GameObject
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groundObject
the object that is right under the player's feet
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Boolean
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hasVisor
True if player uses visor, else False
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MY_InventoryList
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inventoryList
a list that contains all amounts of your inventoriy items
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Boolean
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isCrouching
True if player is crouching
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Boolean
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isJumping
True if player is jumping
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KX_Camera
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lookCamera
the camera object the player uses for looking around (for example:
first person or third person)
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Integer
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mag
the total amount of the player's mag
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Boolean
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oppositePlane
True if player is on one of the planes which gravity vector goes in
th direction of z, -x or -y
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KX_GameObject
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rotationPointObject
the object to set at the center of a rotation object while doing a
oneighty
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Float
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shotInterval
the interval of shots
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Float
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shotTime
the time when you shot a bullet
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Float
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sinX
the sinus amount of looking up and down
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Integer
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stepDown
Amount of the time to get the player back to ground
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Boolean
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stepUp
True if payer wants to go upstairs
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Boolean
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superGun
the player has collected the rare super gun in the game
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Integer
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turnDuration
the duration of a turn
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Boolean
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useSuperGun
True if the player is currently using the super gun, else False
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Float
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visorAnimStart
the time when player clicked the v-key to get his visor
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KX_GameObject
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visualInput
the object to set at the screen to let the player know what
orientation he/she/it has
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KX_GameObject
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visualInputObject
the actual object the payer will see as visual feedback for his/her
orientation
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Float
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wallStartTime
the start time of a wallturn
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Boolean
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wallTurn
True if player makes a ninety or oneighty turn
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Boolean
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wallTurnEnd
True if a turn just ended
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Integer (0,1,2)
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worldPlane
the players current plane
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Float
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zLook
amount of the rotation angle around the z-axis
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Float
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zTurn
the rotation about z-axis; just for calculating the wallturn while
turning
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KX_GameObject
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gObject
a blender game object
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String
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name
the name that represents the object in MY_SingleScene
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String
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type
a name which identifies the object as a specific class in
MY_SingleScene
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