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authorCampbell Barton <ideasman42@gmail.com>2009-10-29 14:26:44 +0300
committerCampbell Barton <ideasman42@gmail.com>2009-10-29 14:26:44 +0300
commit6f1e9a843ee3ef0a3c51155237c41e88481d2919 (patch)
treeb4a74a8ac24d45714a91bf42c4ee982e8aecc628 /release/scripts/templates/gamelogic.py
parente14a8635cca97f339d28744624cf1284866bc63d (diff)
Script templates, including game logic scripts from 2.4x and new operator template.
Files copied into scripts/templates will automatically appear in the menu. the operator template is a bit rough but a start.
Diffstat (limited to 'release/scripts/templates/gamelogic.py')
-rw-r--r--release/scripts/templates/gamelogic.py78
1 files changed, 78 insertions, 0 deletions
diff --git a/release/scripts/templates/gamelogic.py b/release/scripts/templates/gamelogic.py
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+++ b/release/scripts/templates/gamelogic.py
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+# This script must be assigned to a python controller
+# where it can access the object that owns it and the sensors/actuators that it connects to.
+
+# GameLogic has been added to the global namespace no need to import
+
+# for keyboard event comparison
+# import GameKeys
+
+# support for Vector(), Matrix() types and advanced functions like AngleBetweenVecs(v1,v2) and RotationMatrix(...)
+# import Mathutils
+
+# for functions like getWindowWidth(), getWindowHeight()
+# import Rasterizer
+
+def main():
+ cont = GameLogic.getCurrentController()
+
+ # The KX_GameObject that owns this controller.
+ own = cont.owner
+
+ # for scripts that deal with spacial logic
+ own_pos = own.worldPosition
+
+
+ # Some example functions, remove to write your own script.
+ # check for a positive sensor, will run on any object without errors.
+ print 'Logic info for KX_GameObject', own.name
+ input = False
+
+ for sens in cont.sensors:
+ # The sensor can be on another object, we may want to use it
+ own_sens = sens.owner
+ print ' sensor:', sens.name,
+ if sens.positive:
+ print '(true)'
+ input = True
+ else:
+ print '(false)'
+
+ for actu in cont.actuators:
+ # The actuator can be on another object, we may want to use it
+ own_actu = actu.owner
+ print ' actuator:', actu.name
+
+ # This runs the actuator or turns it off
+ # note that actuators will continue to run unless explicitly turned off.
+ if input:
+ cont.activate(actu)
+ else:
+ cont.deactivate(actu)
+
+ # Its also good practice to get sensors and actuators by name
+ # rather then index so any changes to their order wont break the script.
+
+ # sens_key = cont.sensors['key_sensor']
+ # actu_motion = cont.actuators['motion']
+
+
+ # Loop through all other objects in the scene
+ sce = GameLogic.getCurrentScene()
+ print 'Scene Objects:', sce.name
+ for ob in sce.objects:
+ print ' ', ob.name, ob.worldPosition
+
+
+ # Example where collision objects are checked for their properties
+ # adding to our objects "life" property
+ """
+ actu_collide = cont.sensors['collision_sens']
+ for ob in actu_collide.objectHitList:
+ # Check to see the object has this property
+ if ob.has_key('life'):
+ own['life'] += ob['life']
+ ob['life'] = 0
+ print own['life']
+ """
+
+main()