< 利用者:Sculptorjim | Game Engine | Logic | Sensors
Sensors are what cause the game logic to do anything. Sensors can be triggered by events such as a nearby object, a key pressed on the keyboard, timed events, etc. When a sensor is triggered, a positive pulse is sent to all controllers that are linked to it.
Sensors fire pulses to controllers. The pulses can be TRUE or FALSE. Different parameters on the sensor's logic brick control when a sensor fires what pulse. This is extremly important as it has direct influence on the game logic and the performance. It is up to the controllers how to react on TRUE and FALSE pulses.
Sensors will fire pulses to connected controllers. These can be either:
- Individual pulses when the sensor detects an event, or
- Sequences of repeated pulses, fired at a rate of 60Hz (or some lower frequency determined by a user setting).
- The pulses sent by sensors can send TRUE or FALSE pulses.
The following types of actuator are currently available:
|Actuator||Senses when the specified actuator is activated.|
|Always||Gives a constant stream of output pulses.|
|Collision||Senses when object collides with another object with specified name and property.|
|Delay||Gives an output pulse after a specified delay.|
|Joystick||Detects joystick events.|
|Keyboard||Detects keyboard events.|
|Message||Detects messages sent from elsewhere in the game logic.|
|Mouse||Detects mouse events.|
|Near||Gives an output pulse whenever another object comes within a specified distance.|
|Property||Detects changes in a specified property.|
|Radar||Gives an output pulse whenever another object comes within a cone region of specified distance and angular spread.|
|Random||Generates pulses with random intervals.|
|Ray||Gives an output pulse whenever a ray along a specified axis intercepts another object.|
|Touch||Detects when the object touches (or separates from) another object.|