def animate():
    pbge.update()
    
    # and rotation of objects
    pbge.rotateZ( pbge.myplane, 0.001 )
    pbge.rotateX( pbge.mycube, 0.01 )
    pbge.rotateY( pbge.mysphere, 0.02 )
    pbge.rotateY( pbge.mycylinder, 0.03 )
Beispiel #2
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def animate():
    pbge.update()

    # and rotation of objects
    pbge.rotateZ(pbge.myplane, 0.001)
    pbge.rotateX(pbge.mycube, 0.01)
    pbge.rotateY(pbge.mysphere, 0.02)
    pbge.rotateY(pbge.mycylinder, 0.03)
def init():
    scene = bge.logic.getCurrentScene()
    scene.post_draw = [animate]
    pbge.configure()
    
    p = pbge.createPlane( 0,0,-2 )
    pbge.scale( p, 10,10,1 )
    
    pbge.createOscReceiver( 23000 )
Beispiel #4
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def init():
    scene = bge.logic.getCurrentScene()
    scene.post_draw = [animate]
    pbge.configure()

    p = pbge.createPlane(0, 0, -2)
    pbge.scale(p, 10, 10, 1)

    pbge.createOscReceiver(23000)
Beispiel #5
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def init():
    scene = bge.logic.getCurrentScene()
    scene.post_draw = [animate]
    pbge.configure()

    pbge.myplane = pbge.createPlane(0, 0, -3)
    pbge.mycube = pbge.createCube(0, 2, 0)
    pbge.myspot = pbge.createSpot(0, 0, 7)
    pbge.scale(pbge.myplane, 10)
def init():
    scene = bge.logic.getCurrentScene()
    scene.post_draw = [animate]
    pbge.configure()
    
    pbge.myplane = pbge.createPlane( 0,0,-3 )
    pbge.mycube = pbge.createCube( 0,0,0 )
    pbge.myspot = pbge.createSpot( 0,0,7 )
    pbge.scale( pbge.myplane, 10 )
    
    pbge.speed = 0.07
Beispiel #7
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def animate():
    pbge.update()

    # using the XY mouse position to move the cube
    mx = -5 + pbge.mouseX * 10
    my = 5 - pbge.mouseY * 10
    pbge.moveTo(pbge.mycube, mx, my, 0)
    pbge.moveTo(pbge.myspot, mx * 0.3, my * 0.3, 7)
def animate():
    pbge.update()

    pbge.color += pbge.way
    # inverting way once the color is 0 or 255
    if (pbge.color == 0 or pbge.color == 255):
        pbge.way *= -1

    pbge.changeColor(pbge.mycube, pbge.color, 0, 0)
    pbge.moveTo(pbge.mysphere, 0, 0, pbge.color / 127)
def animate():
    pbge.update()
    
    pbge.color += pbge.way
    # inverting way once the color is 0 or 255
    if ( pbge.color == 0 or pbge.color == 255 ):
        pbge.way *= -1
    
    pbge.changeColor( pbge.mycube, pbge.color,0,0 )
    pbge.moveTo( pbge.mysphere, 0,0, pbge.color / 127 )
Beispiel #10
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def animate():
    pbge.update()

    # keyboard interactions

    # use 'f' for faster and 's' for slower
    # done only once when the key is pressed
    if (pbge.keyPressed('f')):
        pbge.speed *= 2
        pbge.moveTo(pbge.myspot, 0, 0, 7 + pbge.speed * 10)

    if (pbge.keyPressed('s')):
        pbge.speed *= 0.5
        pbge.moveTo(pbge.myspot, 0, 0, 7 + pbge.speed * 10)

    # use 'r' to reset the cube position
    if (pbge.keyPressed('r')):
        pbge.moveTo(pbge.mycube, 0, 0, 0)

    # use the arrows to move the cube
    if (pbge.keyActive(pbge.ARROW_UP)):
        pbge.move(pbge.mycube, 0, pbge.speed, 0)

    if (pbge.keyActive(pbge.ARROW_DOWN)):
        pbge.move(pbge.mycube, 0, -pbge.speed, 0)

    if (pbge.keyActive(pbge.ARROW_LEFT)):
        pbge.move(pbge.mycube, -pbge.speed, 0, 0)

    if (pbge.keyActive(pbge.ARROW_RIGHT)):
        pbge.move(pbge.mycube, pbge.speed, 0, 0)
Beispiel #11
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def init():
    scene = bge.logic.getCurrentScene()
    scene.post_draw = [animate]
    pbge.configure()

    # changing background color
    pbge.background(0, 0, 0)

    # storing the reference of the created objects
    # into 'pbge' to animate them later
    pbge.myplane = pbge.createPlane(0, 0, -3)
    pbge.mycube = pbge.createCube(0, 2, 0)
    pbge.mysphere = pbge.createSphere(0, -2, 0)
    pbge.mycylinder = pbge.createCylinder(2, 0, 0)
    pbge.myspot = pbge.createSpot(0, 0, 7)

    pbge.scale(pbge.myplane, 10)
    pbge.scale(pbge.mycylinder, 0.3, 0.3, 4)
    pbge.scaleZ(pbge.mycube, 2)

    # changing objects color
    pbge.changeColor(pbge.myplane, 255, 0, 0)
    pbge.changeColor(pbge.mycube, 0, 255, 255)
    pbge.changeColor(pbge.mysphere, 255, 0, 255)
    pbge.changeColor(pbge.mycylinder, 255, 255, 255)
def init():
    scene = bge.logic.getCurrentScene()
    scene.post_draw = [animate]
    pbge.configure()
    
    # changing background color
    pbge.background( 0,0,0 )
    
    # storing the reference of the created objects
    # into 'pbge' to animate them later
    pbge.myplane = pbge.createPlane( 0,0,-3 )
    pbge.mycube = pbge.createCube( 0,2,0 )
    pbge.mysphere = pbge.createSphere( 0,-2,0 )
    pbge.mycylinder = pbge.createCylinder( 2,0,0 )
    pbge.myspot = pbge.createSpot( 0,0,7 )
    
    pbge.scale( pbge.myplane, 10 )
    pbge.scale( pbge.mycylinder, 0.3, 0.3, 4 )
    pbge.scaleZ( pbge.mycube, 2 )
    
    # creation of a custom variable
    pbge.color = 0
    pbge.way = 1
from ProcessingBGE.ProcessingBGE import ProcessingBGE as pbge

if pbge.isconfigured():
	co = bge.logic.getCurrentController()

#TODO
def init():
    scene = bge.logic.getCurrentScene()
    scene.post_draw = [animate]
    pbge.configure()
    
    # storing the reference of the created objects
    # into 'pbge' to animate them later
    pbge.myplane = pbge.createPlane( 0,0,-3 )
    pbge.mycube = pbge.createCube( 0,2,0 )
    pbge.mysphere = pbge.createSphere( 0,-2,0 )
    pbge.mycylinder = pbge.createCylinder( 2,0,0 )
    pbge.myspot = pbge.createSpot( 0,0,7 )
    
    pbge.scale( pbge.myplane, 10 )
    pbge.scale( pbge.mycylinder, 0.3, 0.3, 4 )
    pbge.scaleZ( pbge.mycube, 2 )
Beispiel #15
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def init():
    scene = bge.logic.getCurrentScene()
    scene.post_draw = [animate]
    pbge.configure()
    
    # getting the reference of the created objects
    # for further modifications
    myplane = pbge.createPlane( -2,0,0 )
    mycube = pbge.createCube( 0,2,0 )
    mysphere = pbge.createSphere( 0,-2,0 )
    mycylinder = pbge.createCylinder( 2,0,0 )
    
    #let's place a spot
    myspot = pbge.createSpot( 0,0,7 )
    
    # all objects are created, 
    # let's change the position:
    pbge.moveTo( myplane, 0,0,-3 )
    # let's change the size:
    pbge.scale( myplane, 10 )
    pbge.scaleZ( mycube, 3 )
    # let's change the orientation:
    pbge.rotateX( mycylinder, 15 )
Beispiel #16
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    scene.post_draw = [animate]
    pbge.configure()
    
    # getting the reference of the created objects
    # for further modifications
    myplane = pbge.createPlane( -2,0,0 )
    mycube = pbge.createCube( 0,2,0 )
    mysphere = pbge.createSphere( 0,-2,0 )
    mycylinder = pbge.createCylinder( 2,0,0 )
    
    #let's place a spot
    myspot = pbge.createSpot( 0,0,7 )
    
    # all objects are created, 
    # let's change the position:
    pbge.moveTo( myplane, 0,0,-3 )
    # let's change the size:
    pbge.scale( myplane, 10 )
    pbge.scaleZ( mycube, 3 )
    # let's change the orientation:
    pbge.rotateX( mycylinder, 15 )
    

# called at each frame
def animate():
    pbge.update()

# always leave this at the bottom of the script!
if pbge.isconfigured() == False:
    init()
Beispiel #17
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def init():
    scene = bge.logic.getCurrentScene()
    scene.post_draw = [animate]
    pbge.configure()
    
    # basic 3D objects
    pbge.createPlane( -2,0,0 )
    pbge.createCube( 0,2,0 )
    pbge.createSphere( 0,-2,0 )
    pbge.createCylinder( 2,0,0 )
    
    #let's place a spot
    pbge.createSpot( 0,0,7 )
def animate():
    pbge.update()
    
    # keyboard interactions
    
    # use 'f' for faster and 's' for slower
    # done only once when the key is pressed
    if ( pbge.keyPressed( 'f' ) ):
        pbge.speed *= 2
        pbge.moveTo( pbge.myspot, 0, 0, 7 + pbge.speed * 10 )

    if ( pbge.keyPressed( 's' ) ):
        pbge.speed *= 0.5
        pbge.moveTo( pbge.myspot, 0, 0, 7 + pbge.speed * 10 )
    
    # use 'r' to reset the cube position
    if ( pbge.keyPressed( 'r' ) ):
        pbge.moveTo( pbge.mycube, 0, 0, 0 )
    
    # use the arrows to move the cube
    if ( pbge.keyActive( pbge.ARROW_UP ) ):
        pbge.move( pbge.mycube, 0, pbge.speed, 0 )
    
    if ( pbge.keyActive( pbge.ARROW_DOWN ) ):
        pbge.move( pbge.mycube, 0, -pbge.speed, 0 )
        
    if ( pbge.keyActive( pbge.ARROW_LEFT ) ):
        pbge.move( pbge.mycube, -pbge.speed, 0, 0 )
    
    if ( pbge.keyActive( pbge.ARROW_RIGHT ) ):
        pbge.move( pbge.mycube, pbge.speed, 0, 0 )
Beispiel #19
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def animate():
    pbge.update()
Beispiel #20
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def init():
    scene = bge.logic.getCurrentScene()
    scene.post_draw = [animate]
    pbge.configure()
Beispiel #21
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from ProcessingBGE.ProcessingBGE import ProcessingBGE as pbge

if pbge.isconfigured():
    co = bge.logic.getCurrentController()
    mouse = co.sensors["Mouse"]

    # position
    pbge.mouseX = mouse.position[0] / bge.render.getWindowWidth()
    pbge.mouseY = mouse.position[1] / bge.render.getWindowHeight()

    # buttons
    lb = mouse.getButtonStatus(bge.events.LEFTMOUSE)
    mb = mouse.getButtonStatus(bge.events.MIDDLEMOUSE)
    rb = mouse.getButtonStatus(bge.events.RIGHTMOUSE)
    if lb == bge.logic.KX_INPUT_NONE or lb == bge.logic.KX_INPUT_JUST_RELEASED:
        pbge.mouseLeft = False
    else:
        pbge.mouseLeft = True

    if mb == bge.logic.KX_INPUT_NONE or mb == bge.logic.KX_INPUT_JUST_RELEASED:
        pbge.mouseMiddle = False
    else:
        pbge.mouseMiddle = True

    if rb == bge.logic.KX_INPUT_NONE or rb == bge.logic.KX_INPUT_JUST_RELEASED:
        pbge.mouseRight = False
    else:
        pbge.mouseRight = True
Beispiel #22
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def init():
    scene = bge.logic.getCurrentScene()
    scene.post_draw = [animate]
    pbge.configure()