forked from bartvdbraak/blender
c8b4cf9206
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD Notes: * Game and sequencer RNA, and sequencer header are now out of date a bit after changes in trunk. * I didn't know how to port these bugfixes, most likely they are not needed anymore. * Fix "duplicate strip" always increase the user count for ipo. * IPO pinning on sequencer strips was lost during Undo.
98 lines
2.5 KiB
Python
98 lines
2.5 KiB
Python
#!BPY
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"""
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Name: 'GameLogic Example'
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Blender: 249
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Group: 'ScriptTemplate'
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Tooltip: 'Script template with examples of how to use game logic'
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"""
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from Blender import Window
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import bpy
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script_data = \
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'''
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# This script must be assigned to a python controller
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# where it can access the object that owns it and the sensors/actuators that it connects to.
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# GameLogic has been added to the global namespace no need to import
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# for keyboard event comparison
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# import GameKeys
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# support for Vector(), Matrix() types and advanced functions like AngleBetweenVecs(v1,v2) and RotationMatrix(...)
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# import Mathutils
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# for functions like getWindowWidth(), getWindowHeight()
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# import Rasterizer
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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.owner
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# for scripts that deal with spacial logic
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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.name
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input = False
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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.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.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.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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cont.activate(actu)
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else:
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cont.deactivate(actu)
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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.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.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.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 ob.has_key('life'):
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own['life'] += ob['life']
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ob['life'] = 0
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print own['life']
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"""
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main()
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'''
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new_text = bpy.data.texts.new('gamelogic_example.py')
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new_text.write(script_data)
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bpy.data.texts.active = new_text
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Window.RedrawAll()
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