blender/release/scripts/templates_py/gamelogic.py

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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.
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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():
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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.
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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
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print(" sensor:", sens.name, end=" ")
if sens.positive:
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print("(true)")
input = True
else:
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print("(false)")
for actu in cont.actuators:
# The actuator can be on another object, we may want to use it
own_actu = actu.owner
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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.
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# sens_key = cont.sensors["key_sensor"]
# actu_motion = cont.actuators["motion"]
# Loop through all other objects in the scene
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sce = bge.logic.getCurrentScene()
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print("Scene Objects:", sce.name)
for ob in sce.objects:
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print(" ", ob.name, ob.worldPosition)
# Example where collision objects are checked for their properties
# adding to our objects "life" property
"""
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actu_collide = cont.sensors["collision_sens"]
for ob in actu_collide.objectHitList:
# Check to see the object has this property
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if "life" in ob:
own["life"] += ob["life"]
ob["life"] = 0
print(own["life"])
"""
main()