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Diffstat (limited to 'release/scripts/scripttemplate_gamelogic.py')
-rw-r--r--release/scripts/scripttemplate_gamelogic.py97
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()