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Logic, Properties and States

Game Logic is the default scripting layer in the game engine. Each GameObject in the game may store a collection of logical components (Logic Bricks) which control its behavior within the scene. Logic bricks can be combined to perform user-defined actions that determine the progression of the simulation.

Logic Bricks

The main part of game logic can be set up through a graphical interface the Logic Editor, and therefore does not require detailed programming knowledge. Logic is set up as blocks (or “bricks”) which represent preprogrammed functions; these can be tweaked and combined to create the game/application. There are three types of logic brick: Sensors, Controllers and Actuators. Sensors are primitive event listeners, which are triggered by specific events, such as a collision, a key press or mouse movement. Controllers carry out logic operations on sensor output, and trigger connected actuators when their operating conditions are met. Actuators interact with the simulation directly, and are the only components in the game which are able to do so (other than the Python controller, and other simulation components such as Physics

Properties

Properties are like variables in other programming languages. They are used to save and access data values either for the whole game (eg. scores), or for particular objects/players (e.g. names). However, in the Blender Game Engine, a property is associated with an object. Properties can be of different types, and are set up in a special area of the Logic Editor.

States

Another useful feature is object States. At any time while the simulation is running, the object will process any logic which belongs to the current state of the object. States can be used to define groups of behaviour - eg. an actor object may be "sleeping", "awake" or "dead", and its logic behavior may be different in each of these three states. The states of an object are set up, displayed and edited in the Controller logic bricks for the object.

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User Manual

World and Ambient Effects

World

Introduction
World Background

Ambient Effects

Mist
Stars (2.69)


Game Engine

Introduction

Introduction to the Game Engine
Game Logic Screen Layout

Logic

Logic Properties and States
The Logic Editor

Sensors

Introduction to Sensors
Sensor Editing
Common Options
-Actuator Sensor
-Always Sensor
-Collision Sensor
-Delay Sensor
-Joystick Sensor
-Keyboard Sensor
-Message Sensor
-Mouse Sensor
-Near Sensor
-Property Sensor
-Radar Sensor
-Random Sensor
-Ray Sensor
-Touch Sensor

Controllers

Introduction
Controller Editing
-AND Controller
-OR Controller
-NAND Controller
-NOR Controller
-XOR Controller
-XNOR Controller
-Expression Controller
-Python Controller

Actuators

Introduction
Actuator Editing
Common Options
-2D Filters Actuator
-Action Actuator
-Camera Actuator
-Constraint Actuator
-Edit Object Actuator
-Game Actuator
-Message Actuator
-Motion Actuator
-Parent Actuator
-Property Actuator
-Random Actuator
-Scene Actuator
-Sound Actuator
-State Actuator
-Steering Actuator
-Visibility Actuator

Game Properties

Introduction
Property Editing

Game States

Introduction

Camera

Introduction
Camera Editing
Stereo Camera
Dome Camera

World

Introduction

Physics

Introduction
Material Physics
No Collision Object
Static Object
Dynamic Object
Rigid Body Object
Soft Body Object
Vehicle Controller
Sensor Object
Occluder Object

Path Finding

Navigation Mesh Modifier

Game Performance

Introduction
System
Display
Framerate and Profile
Level of Detail

Python API

Introduction
Bullet physics
VideoTexture

Deploying

Standalone Player
Licensing of Blender Game

Android Support

Android Game development