diff options
Diffstat (limited to 'release/scripts/scripttemplate_gamelogic.py')
-rw-r--r-- | release/scripts/scripttemplate_gamelogic.py | 52 |
1 files changed, 26 insertions, 26 deletions
diff --git a/release/scripts/scripttemplate_gamelogic.py b/release/scripts/scripttemplate_gamelogic.py index 01348e86d0a..577847c0dda 100644 --- a/release/scripts/scripttemplate_gamelogic.py +++ b/release/scripts/scripttemplate_gamelogic.py @@ -1,7 +1,7 @@ #!BPY """ Name: 'GameLogic Example' -Blender: 245 +Blender: 249 Group: 'ScriptTemplate' Tooltip: 'Script template with examples of how to use game logic' """ @@ -29,63 +29,63 @@ def main(): cont = GameLogic.getCurrentController() # The KX_GameObject that owns this controller. - own = cont.getOwner() + own = cont.owner # for scripts that deal with spacial logic - own_pos = own.getPosition() + 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.getName() + print 'Logic info for KX_GameObject', own.name input = False - for sens in cont.getSensors(): + for sens in cont.sensors: # The sensor can be on another object, we may want to use it - own_sens = sens.getOwner() - print ' sensor:', sens.getName(), - if sens.isPositive(): + own_sens = sens.owner + print ' sensor:', sens.name, + if sens.positive: print '(true)' input = True else: print '(false)' - for actu in cont.getActuators(): + for actu in cont.actuators: # The actuator can be on another object, we may want to use it - own_actu = actu.getOwner() - print ' actuator:', actu.getName() + 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: - GameLogic.addActiveActuator(actu, True) + cont.activate(actu) else: - GameLogic.addActiveActuator(actu, False) + cont.deactivate(actu) - # Its also good practice to get sensors and actuators by names - # so any changes to their order wont break the script. + # 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.getSensor('key_sensor') - # actu_motion = cont.getActuator('motion') + # 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.getName() - for ob in sce.getObjectList(): - print ' ', ob.getName(), ob.getPosition() + 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.getSensor('collision_sens') - for ob in actu_collide.getHitObjectList(): + actu_collide = cont.sensors['collision_sens'] + for ob in actu_collide.objectHitList: # Check to see the object has this property - if hasattr(ob, 'life'): - own.life += ob.life - ob.life = 0 - print own.life + if ob.has_key('life'): + own['life'] += ob['life'] + ob['life'] = 0 + print own['life'] """ main() |