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Diffstat (limited to 'release/scripts/scripttemplate_gamelogic.py')
-rw-r--r-- | release/scripts/scripttemplate_gamelogic.py | 97 |
1 files changed, 0 insertions, 97 deletions
diff --git a/release/scripts/scripttemplate_gamelogic.py b/release/scripts/scripttemplate_gamelogic.py deleted file mode 100644 index 577847c0dda..00000000000 --- a/release/scripts/scripttemplate_gamelogic.py +++ /dev/null @@ -1,97 +0,0 @@ -#!BPY -""" -Name: 'GameLogic Example' -Blender: 249 -Group: 'ScriptTemplate' -Tooltip: 'Script template with examples of how to use game logic' -""" - -from Blender import Window -import bpy - -script_data = \ -''' -# 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() -''' - -new_text = bpy.data.texts.new('gamelogic_example.py') -new_text.write(script_data) -bpy.data.texts.active = new_text -Window.RedrawAll() |