Example #1
0
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)
Example #2
0
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 )
Example #4
0
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)
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 )
Example #6
0
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 )