Beispiel #1
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def onMouse():
    Rasterizer.showMouse(True)
    cont = GameLogic.getCurrentController()
    mouse = cont.sensors["Mouse"]
    over = cont.sensors["Over"]

    if mouse.positive:
        hit = over.hitObject

        if hit is None: 
            return
        
        print(hit.name)
        print(hit.children)

        if hit.name in buildings:
            deselectAll()
            hit.children["Base01.Selected"].setVisible(True)
            infoPanelShow(hit)
            addUnit()
        else:
            if hit.name in units:
                deselectAll()
                hit.children["Unit0.Selected"].setVisible(True)
                cont.owner["selected"] = hit["id"]
                infoPanelShow(hit)
            else:
                for target in scene.objects:
                    if "Target" in target.name and target["id"] == cont.owner["selected"]:
                        target.localPosition = over.hitPosition
Beispiel #2
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def enable(c):
    """ Enable the mouse pointer and at the same time sets the mouse to the our
		center of the screen. Does not require any properties.
	"""
    print("client.mouse.enable")
    # Set the mouse to the default position
    try:
        Rasterizer.setMousePosition(Rasterizer.getWindowWidth() / 2, Rasterizer.getWindowHeight() / 2)
    except:
        pass

        # Enable the mouse
    Rasterizer.showMouse(True)
Beispiel #3
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def screamHopelesslyUntilGodComesBack():
	Rasterizer.showMouse(1)

	controller = bge.logic.getCurrentController();
	owner = controller.owner;
	scene = bge.logic.getCurrentScene();
	objects = scene.objects;
	
	bge.logic.LibLoad('//bluestar.blend','Scene',async=True).onFinish = loadBlend;
	bge.logic.LibLoad('//blackstar.blend','Scene',async=True).onFinish = loadBlend;
	scene.objects["Camera"].position = [0,0,9];

	import GameLogic as g;
	g.objectSelected = None;
Beispiel #4
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    def setPlayers():
        import Rasterizer

        # menu leaves mouse on
        if ID == 0: Rasterizer.showMouse(False)

        playcount = conf['PLAYER_COUNT']

        if playcount != 1 and playcount != 2:
            cont.activate('set_camera')
            return True
        if ID != 0 and ID != 1:
            print("Unsupported number of players, running anyway")
            cont.activate('set_camera')
            return True

        # Single player game. no tricks
        if playcount == 1:
            if ID == 0:
                pass
            else:
                return False

        elif playcount == 2:

            # Split screen
            own_camera.useViewport = True

            w = Rasterizer.getWindowWidth()
            h = Rasterizer.getWindowHeight()
            if ID == 0:
                # Vert
                #own_camera.setViewport(0, h/2, w, h)
                # Hoz
                own_camera.setViewport(0, 0, int(w / 2), h)
            if ID == 1:
                # Vert
                #own_camera.setViewport(0, 0, w, h/2)
                # Hoz
                own_camera.setViewport(int(w / 2), 0, w, h)

        if not WITHOUT_CAMERA:
            cont.activate('set_camera')

        return True
Beispiel #5
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	def setPlayers():
		import Rasterizer
		
		# menu leaves mouse on
		if ID==0: Rasterizer.showMouse(False)
		
		playcount = conf['PLAYER_COUNT']
		
		if playcount != 1 and playcount != 2:
			cont.activate('set_camera')
			return True
		if ID != 0 and ID != 1:
			print("Unsupported number of players, running anyway")
			cont.activate('set_camera')
			return True
		
		# Single player game. no tricks
		if playcount == 1:
			if ID == 0:
				pass
			else:
				return False
		
		elif playcount == 2:

			# Split screen
			own_camera.useViewport = True
			
			w = Rasterizer.getWindowWidth()
			h = Rasterizer.getWindowHeight()
			if ID == 0:
				# Vert
				#own_camera.setViewport(0, h/2, w, h) 
				# Hoz
				own_camera.setViewport(0, 0, int(w/2), h)
			if ID == 1:
				# Vert
				#own_camera.setViewport(0, 0, w, h/2) 
				# Hoz
				own_camera.setViewport(int(w/2), 0, w, h) 
		
		if not WITHOUT_CAMERA:
			cont.activate('set_camera')
		
		return True
Beispiel #6
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def main():
    try:
        conf = GameLogic.globalDict['CONFIG']
    except:
        conf = GameLogic.globalDict['CONFIG'] = {}

    def confdef(opt, value):
        if opt not in conf:
            conf[opt] = value

    confdef('PLAYER_COUNT', 1)
    confdef('GRAPHICS_DETAIL', 2)  # 2 == high
    confdef('GRAPHICS_GLSL', 1)  # toggle

    # Keys

    # P1
    confdef('KEY_UP_P1', GameKeys.UPARROWKEY)
    confdef('KEY_DOWN_P1', GameKeys.DOWNARROWKEY)
    confdef('KEY_LEFT_P1', GameKeys.LEFTARROWKEY)
    confdef('KEY_RIGHT_P1', GameKeys.RIGHTARROWKEY)

    # P2
    confdef('KEY_UP_P2', GameKeys.WKEY)
    confdef('KEY_DOWN_P2', GameKeys.SKEY)
    confdef('KEY_LEFT_P2', GameKeys.AKEY)
    confdef('KEY_RIGHT_P2', GameKeys.DKEY)

    # P1
    confdef('KEY_JUMP_P1', GameKeys.MKEY)
    confdef('KEY_THROW_P1', GameKeys.SPACEKEY)
    confdef('KEY_ACTION_P1', GameKeys.NKEY)

    # P2
    confdef('KEY_JUMP_P2', GameKeys.GKEY)
    confdef('KEY_THROW_P2', GameKeys.JKEY)
    confdef('KEY_ACTION_P2', GameKeys.HKEY)

    #
    import Rasterizer
    Rasterizer.showMouse(True)
Beispiel #7
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def showMouse():
    Rasterizer.showMouse(1)
import Rasterizer as r

r.showMouse(True)
def main():
    Rasterizer.showMouse(1)
Beispiel #10
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import Rasterizer as R
from bge import logic, events
cont = logic.getCurrentController()
scn = logic.getCurrentScene()
own = cont.owner

R.showMouse(True)

scene = logic.getCurrentScene()
MouseOver = cont.sensors["MouseOver"]

keyboard = logic.keyboard
JUST_ACTIVATED = logic.KX_INPUT_JUST_ACTIVATED
JUST_RELEASED = logic.KX_INPUT_JUST_RELEASED

if __name__ == "__main__":
    if own['Draging'] and MouseOver.positive and own[
            'Selected'] in scene.objects:
        if not own['Selected']['Aktief']:
            own['Selected']["Aktief"] = True
        # Vind de nieuwe positie van de muiscursor
        # in 3D coordinaten op het grondvlak
        HitObject = MouseOver.hitObject
        HitPosition = MouseOver.hitPosition
        #print(HitObject,HitPosition)
        Xhit = HitPosition[0]
        Yhit = HitPosition[1]
        Zhit = HitPosition[2]
        own['Xhit'] = Xhit
        own['Yhit'] = Yhit
        own['Zhit'] = Zhit
Beispiel #11
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def disable(c):
    """ Disable the mouse pointer by hiding the pointer. Does not require any of
		the properties.
	"""
    print("client.mouse.disable")
    Rasterizer.showMouse(False)
Beispiel #12
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def initGUI():
    R.showMouse(1)
    G.UIScene = G.getCurrentScene()
import Rasterizer as r
r.showMouse(1)
Beispiel #14
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def main():
	Rasterizer.showMouse(1)
Beispiel #15
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import Rasterizer
Rasterizer.showMouse(0)
Beispiel #16
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import Rasterizer
Rasterizer.showMouse(1)
def initGUI():
	R.showMouse(1)
	G.UIScene = G.getCurrentScene()
Beispiel #18
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import GameLogic 
import Rasterizer 

#init stuff, show mouse
if not hasattr(GameLogic,'init'):
    GameLogic.init = 1
    Rasterizer.showMouse(1)

# load controller, set sensors
py = GameLogic.getCurrentController()
always,move,click = py.sensors

# load target "Cube"
obj = GameLogic.getCurrentScene().getObjectList()["Rouge"]
    
# find mouse    
if move.positive:
    pos = move.getHitPosition()
    
    # set "Cube" at mouse position on click
    if click.positive:
        obj.setPosition(pos)
Beispiel #19
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def hideMouse():
    Rasterizer.showMouse(0)
Beispiel #20
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import bge
import Rasterizer

Rasterizer.showMouse(False)

def main():
    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.
    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, end=" ")
        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
Beispiel #21
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import bge
import Rasterizer

Rasterizer.showMouse(False)


def main():
    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.
    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, end=" ")
        if sens.positive:
            print("(true)")
            input = True
        else:
            print("(false)")

    for actu in cont.actuators:
def start(controller):
    Rasterizer.showMouse(True)
Beispiel #23
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def disable(c):
	""" Disable the mouse pointer """
	print('client.mouse.disable')
	Rasterizer.showMouse(False)
Beispiel #24
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# Import Rasterizer 
import Rasterizer

# Show mouse 
Rasterizer.showMouse(True)
Beispiel #25
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import Rasterizer
cont = GameLogic.getCurrentController()
player = cont.getOwner()
mousemove = cont.getSensor('mousemove')

Rasterizer.showMouse(0)

player.mouseX = mousemove.getXPosition()
player.mouseY = mousemove.getYPosition()
player.moveX = 0.0
player.moveY = 0.0

shoulderipo = cont.getActuator('shoulderipo')
playerrot = cont.getActuator('playerrot')
shoulder = shoulderipo.getOwner()
player.deltaMouseX =  player.mouseX - (Rasterizer.getWindowWidth() / 2)
player.deltaMouseY = player.mouseY - (Rasterizer.getWindowHeight() / 2)
player.moveX= (player.deltaMouseX - player.moveX) * player.mousefilter
player.moveY= (player.deltaMouseY - player.moveY) * player.mousefilter

player.rot -= (player.moveX * player.sensitivity)
shoulder.pitch -= (player.moveY * player.sensitivity)
GameLogic.addActiveActuator(playerrot, 1)
GameLogic.addActiveActuator(shoulderipo, 1)
	
Rasterizer.setMousePosition(Rasterizer.getWindowWidth() / 2, Rasterizer.getWindowHeight() / 2)
import bge, Rasterizer

# Frequently used variables
curScene = bge.logic.getCurrentScene()
curCont = bge.logic.getCurrentController()
scenes = bge.logic.getSceneList()
text = bge.logic.globalDict["Text"]

# Get the objects
inventoryView = curScene.objects["InventoryView"]
inventoryBackground = curScene.objects["InventoryBackground"]
inventoryItem = curScene.objects["InventoryItem"]

# Add the mouse pointer if needed
Rasterizer.showMouse(True)

inventoryItem.resolution = 4
inventoryItem["Text"] = scenes[0].objects["Player"]["Inventory"]
Beispiel #27
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def enable(c):
	""" Enable the mouse pointer """
	print('client.mouse.enable')
	Rasterizer.showMouse(True)