pep8 cleanup, also print message when attempting to run in animation player mode.
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@@ -8,11 +8,11 @@ from bge import constraints
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# get object list
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objects = logic.getCurrentScene().objects
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# get object named Object1 and Object 2
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object_1 = objects["Object1"]
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object_2 = objects["Object2"]
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# want to use Edge constraint type
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constraint_type = 2
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@@ -31,7 +31,7 @@ edge_angle_y = 1.0
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edge_angle_z = 0.0
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# create an edge constraint
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constraints.createConstraint( physics_id_1, physics_id_2,
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constraint_type,
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edge_position_x, edge_position_y, edge_position_z,
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edge_angle_x, edge_angle_y, edge_angle_z )
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constraints.createConstraint(physics_id_1, physics_id_2,
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constraint_type,
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edge_position_x, edge_position_y, edge_position_z,
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edge_angle_x, edge_angle_y, edge_angle_z)
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@@ -6,29 +6,31 @@ createTexture() and removeTexture() are to be called from a module Python
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Controller.
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"""
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from bge import logic
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from bge import texture
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from bge import texture
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def createTexture(cont):
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"""Create a new Dynamic Texture"""
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object = cont.owner
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# get the reference pointer (ID) of the internal texture
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ID = texture.materialID(obj, 'IMoriginal.png')
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# create a texture object
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# create a texture object
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object_texture = texture.Texture(object, ID)
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# create a new source with an external image
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url = logic.expandPath("//newtexture.jpg")
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new_source = texture.ImageFFmpeg(url)
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# the texture has to be stored in a permanent Python object
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logic.texture = object_texture
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# update/replace the texture
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logic.texture.source = new_source
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logic.texture.refresh(False)
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def removeTexture(cont):
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"""Delete the Dynamic Texture, reversing back the final to its original state."""
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try:
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@@ -9,14 +9,14 @@ from bge import logic
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cont = logic.getCurrentController()
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obj = cont.owner
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# the creation of the texture must be done once: save the
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# the creation of the texture must be done once: save the
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# texture object in an attribute of bge.logic module makes it persistent
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if not hasattr(logic, 'video'):
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# identify a static texture by name
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matID = texture.materialID(obj, 'IMvideo.png')
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# create a dynamic texture that will replace the static texture
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logic.video = texture.Texture(obj, matID)
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@@ -24,7 +24,7 @@ if not hasattr(logic, 'video'):
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movie = logic.expandPath('//trailer_400p.ogg')
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logic.video.source = texture.VideoFFmpeg(movie)
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logic.video.source.scale = True
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# quick off the movie, but it wont play in the background
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logic.video.source.play()
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@@ -1,6 +1,7 @@
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"""
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Hello World Text Example
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++++++++++++++++++++++++
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Blender Game Engine example of using the blf module. For this module to work we
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need to use the OpenGL wrapper :class:`~bgl` as well.
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"""
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@@ -11,31 +12,33 @@ from bge import logic
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import bgl
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import blf
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def init():
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"""init function - runs once"""
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# create a new font object, use external ttf file
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font_path = logic.expandPath('//Zeyada.ttf')
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# store the font indice - to use later
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# store the font indice - to use later
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logic.font_id = blf.load(font_path)
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# set the font drawing routine to run every frame
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# set the font drawing routine to run every frame
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scene = logic.getCurrentScene()
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scene.post_draw=[write]
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scene.post_draw = [write]
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def write():
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"""write on screen"""
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width = render.getWindowWidth()
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height = render.getWindowHeight()
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# OpenGL setup
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bgl.glMatrixMode(bgl.GL_PROJECTION)
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bgl.glLoadIdentity()
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bgl.gluOrtho2D(0, width, 0, height)
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bgl.glMatrixMode(bgl.GL_MODELVIEW)
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bgl.glLoadIdentity()
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# BLF drawing routine
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font_id = logic.font_id
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blf.position(font_id, (width*0.2), (height*0.3), 0)
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blf.position(font_id, (width * 0.2), (height * 0.3), 0)
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blf.size(font_id, 50, 72)
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blf.draw(font_id, "Hello World")
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