blender/release/scripts/templates/gamelogic.py
Campbell Barton f9b19d54b5 tabs to spaces, remove trailing white space. (apart of pep8)
didnt do "release/scripts/io" since some exporters cant be auto converted
2009-10-31 19:31:45 +00:00

79 lines
2.4 KiB
Python

# 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()