Removing Blender Game Engine from Blender 2.8
Folders removed entirely: * //extern/recastnavigation * //intern/decklink * //intern/moto * //source/blender/editors/space_logic * //source/blenderplayer * //source/gameengine This includes DNA data and any reference to the BGE code in Blender itself. We are bumping the subversion. Pending tasks: * Tile/clamp code in image editor draw code. * Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.
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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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import bge
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# support for Vector(), Matrix() types and advanced functions like Matrix.Scale(...) and Matrix.Rotation(...)
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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 = bge.logic.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, end=" ")
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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 = bge.logic.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.hitObjectList:
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# Check to see the object has this property
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if "life" in ob:
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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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@@ -1,27 +0,0 @@
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# This module can be accessed by a python controller with
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# its execution method set to 'Module'
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# * Set the module string to "gamelogic_module.main" (without quotes)
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# * When renaming the script it MUST have a .py extension
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# * External text modules are supported as long as they are at
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# the same location as the blendfile or one of its libraries.
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import bge
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# variables defined here will only be set once when the
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# module is first imported. Set object specific vars
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# inside the function if you intend to use the module
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# with multiple objects.
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def main(cont):
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own = cont.owner
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sens = cont.sensors['mySensor']
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actu = cont.actuators['myActuator']
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if sens.positive:
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cont.activate(actu)
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else:
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cont.deactivate(actu)
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# dont call main(bge.logic.getCurrentController()), the py controller will
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import bge
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def main():
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cont = bge.logic.getCurrentController()
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own = cont.owner
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sens = cont.sensors['mySensor']
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actu = cont.actuators['myActuator']
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if sens.positive:
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cont.activate(actu)
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else:
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cont.deactivate(actu)
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main()
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