BGE object.life - gives you the life countdown for temporary objects.

Whenever using AddObject actuator, this feature gives you control over morbid events (a.k.a. trigger events before the object ends).

Demo file here:  
http://blenderecia.orgfree.com/blender/tmp/cube_life.blend

Feature implemented as part of the BGE development workshop in BlenderPRO 2010 - Fortaleza, Brazil
This commit is contained in:
Dalai Felinto 2010-10-11 10:47:20 +00:00
parent e444c77714
commit 4814ffa07b
3 changed files with 17 additions and 0 deletions

@ -1496,6 +1496,7 @@ PyMethodDef KX_GameObject::Methods[] = {
PyAttributeDef KX_GameObject::Attributes[] = {
KX_PYATTRIBUTE_RO_FUNCTION("name", KX_GameObject, pyattr_get_name),
KX_PYATTRIBUTE_RO_FUNCTION("parent", KX_GameObject, pyattr_get_parent),
KX_PYATTRIBUTE_RO_FUNCTION("life", KX_GameObject, pyattr_get_life),
KX_PYATTRIBUTE_RW_FUNCTION("mass", KX_GameObject, pyattr_get_mass, pyattr_set_mass),
KX_PYATTRIBUTE_RW_FUNCTION("linVelocityMin", KX_GameObject, pyattr_get_lin_vel_min, pyattr_set_lin_vel_min),
KX_PYATTRIBUTE_RW_FUNCTION("linVelocityMax", KX_GameObject, pyattr_get_lin_vel_max, pyattr_set_lin_vel_max),
@ -1787,6 +1788,19 @@ PyObject* KX_GameObject::pyattr_get_parent(void *self_v, const KX_PYATTRIBUTE_DE
Py_RETURN_NONE;
}
PyObject* KX_GameObject::pyattr_get_life(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);
CValue *life = self->GetProperty("::timebomb");
if (life)
// this convert the timebomb seconds to frames, hard coded 50.0 (assuming 50fps)
// value hardcoded in KX_Scene::AddReplicaObject()
return PyFloat_FromDouble(life->GetNumber() * 50.0);
else
Py_RETURN_NONE;
}
PyObject* KX_GameObject::pyattr_get_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
KX_GameObject* self= static_cast<KX_GameObject*>(self_v);

@ -856,6 +856,7 @@ public:
static PyObject* pyattr_get_name(void* self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_parent(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_life(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_mass(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_lin_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);

@ -812,6 +812,8 @@ SCA_IObject* KX_Scene::AddReplicaObject(class CValue* originalobject,
// add a timebomb to this object
// for now, convert between so called frames and realtime
m_tempObjectList->Add(replica->AddRef());
// this convert the life from frames to sort-of seconds, hard coded 0.02 that assumes we have 50 frames per second
// if you change this value, make sure you change it in KX_GameObject::pyattr_get_life property too
CValue *fval = new CFloatValue(lifespan*0.02);
replica->SetProperty("::timebomb",fval);
fval->Release();