update script templates for new BGE api attributes
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@ -29,58 +29,58 @@ def main():
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cont = GameLogic.getCurrentController()
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# The KX_GameObject that owns this controller.
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own = cont.getOwner()
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own = cont.owner
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# for scripts that deal with spacial logic
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own_pos = own.getPosition()
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own_pos = own.worldPosition
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# Some example functions, remove to write your own script.
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# check for a positive sensor, will run on any object without errors.
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print 'Logic info for KX_GameObject', own.getName()
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print 'Logic info for KX_GameObject', own.name
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input = False
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for sens in cont.getSensors():
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for sens in cont.sensors:
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# The sensor can be on another object, we may want to use it
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own_sens = sens.getOwner()
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print ' sensor:', sens.getName(),
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if sens.isPositive():
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own_sens = sens.owner
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print ' sensor:', sens.name,
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if sens.positive:
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print '(true)'
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input = True
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else:
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print '(false)'
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for actu in cont.getActuators():
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for actu in cont.actuators:
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# The actuator can be on another object, we may want to use it
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own_actu = actu.getOwner()
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print ' actuator:', actu.getName()
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own_actu = actu.owner
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print ' actuator:', actu.name
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# This runs the actuator or turns it off
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# note that actuators will continue to run unless explicitly turned off.
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if input:
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GameLogic.addActiveActuator(actu, True)
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cont.activate(actu)
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else:
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GameLogic.addActiveActuator(actu, False)
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cont.deactivate(actu)
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# Its also good practice to get sensors and actuators by names
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# so any changes to their order wont break the script.
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# Its also good practice to get sensors and actuators by name
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# rather then index so any changes to their order wont break the script.
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# sens_key = cont.getSensor('key_sensor')
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# actu_motion = cont.getActuator('motion')
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# sens_key = cont.sensors['key_sensor']
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# actu_motion = cont.actuators['motion']
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# Loop through all other objects in the scene
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sce = GameLogic.getCurrentScene()
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print 'Scene Objects:', sce.getName()
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for ob in sce.getObjectList():
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print ' ', ob.getName(), ob.getPosition()
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print 'Scene Objects:', sce.name
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for ob in sce.objects:
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print ' ', ob.name, ob.worldPosition
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# Example where collision objects are checked for their properties
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# adding to our objects "life" property
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"""
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actu_collide = cont.getSensor('collision_sens')
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for ob in actu_collide.getHitObjectList():
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actu_collide = cont.sensors['collision_sens']
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for ob in actu_collide.objectHitList:
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# Check to see the object has this property
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if hasattr(ob, 'life'):
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own.life += ob.life
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@ -1,7 +1,7 @@
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#!BPY
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"""
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Name: 'GameLogic Template'
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Blender: 245
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Blender: 249
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Group: 'ScriptTemplate'
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Tooltip: 'Basic template for new game logic scripts'
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"""
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@ -14,15 +14,15 @@ script_data = \
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def main():
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cont = GameLogic.getCurrentController()
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own = cont.getOwner()
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own = cont.owner
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sens = cont.getSensor('mySensor')
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actu = cont.getActuator('myActuator')
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sens = cont.sensors['mySensor']
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actu = cont.actuators['myActuator']
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if sens.isPositive():
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GameLogic.addActiveActuator(actu, True)
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if sens.positive:
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cont.activate(actu)
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else:
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GameLogic.addActiveActuator(actu, False)
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cont.deactivate(actu)
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main()
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'''
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