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gamelogic.py « templates « scripts « release - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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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.

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()