# 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. import bge # support for Vector(), Matrix() types and advanced functions like Matrix.Scale(...) and Matrix.Rotation(...) # import mathutils # for functions like getWindowWidth(), getWindowHeight() # import Rasterizer def main(): cont = bge.logic.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, end=' ') 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 = bge.logic.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()