def mpmpfempmf(): return if field == 'start': # Set all globalDicts based on fields logic.globalDict['stage'] = own['stages'][0] logic.globalDict['party1'] = own['party1'][0] logic.globalDict['party2'] = own['party2'][0] # 'players' must be handled a little differently # Start battlefield path = logic.expandPath('battlefield.blend') logic.startGame(path) elif field == 'party1' or field == 'party2': screen1 = objectControl.getFromScene('screen1', 'main') screen1.worldPosition.z += 1.5
def select(own): field = FIELDS[ own['fieldNum'] ] if field == 'start': # Set all globalDicts based on fields logic.globalDict['stage'] = own['stages'][0] logic.globalDict['party1'] = own['party1'][0] logic.globalDict['party2'] = own['party2'][0] # 'players' must be handled a little differently # Start battlefield path = logic.expandPath('battlefield.blend') logic.startGame(path) elif field == 'party1' or field == 'party2': # TODO(kgeffen) Implement character/party creation return # Set name of party being dealt with logic.globalDict['party'] = own[field][0] logic.addScene('partyCreate') logic.getCurrentScene().suspend()
def openBlend(map, scn=None): gd = logic.globalDict if map == "RESUME": if "NEWLEVEL" not in base.WORLD: return map = base.WORLD["NEWLEVEL"] scn = base.WORLD["NEWSCENE"] blend = "MAPS\\" + map elif map == "LAUNCHER": blend = config.LAUNCHER_BLEND + ".blend" elif map == "KEYMAP": blend = config.KEYMAP_BLEND + ".blend" else: base.WORLD["NEWLEVEL"] = map base.WORLD["NEWSCENE"] = scn blend = "MAPS\\" + map gd["TRAVELING"] = True for cls in logic.UPDATELIST: if cls.UPDATE == True: cls.doUpdate() for cls in logic.PLAYERLIST: if cls.UPDATE == True: cls.doUpdate() if logic.VIEWPORT != None: logic.VIEWPORT.doUpdate() logic.UPDATELIST = [] print("OPEN MAP:\n\t" + blend) if config.UPBGE_FIX == True: settings.SaveJSON(gd["DATA"]["GAMEPATH"] + "gd_dump", gd, "\t") logic.startGame(gd["DATA"]["GAMEPATH"] + blend) base.GAME_STATE = "BLEND"
def changeLevel(self): logic.startGame("//../levels/" + self.nextLevelName + ".blend")
def game_back(): logic.startGame(BLEND_BROWSE)
def keyboard(cont): owner = cont.owner sensor = cont.sensors["s_keyboard"] #sensor = G.keyboard.events if sensor.positive: keylist = sensor.events for key in keylist: value = key[0] if value == GK.F1KEY: G.setLogicTicRate(1) G.startGame(r"..\CircleStim\CircleStim180.blend") elif value == GK.F2KEY: G.setLogicTicRate(1) G.startGame(r"..\CircleStim\blackwhite.blend") elif value == GK.F3KEY: G.setLogicTicRate(1) G.startGame(r"..\MultiLoader\Terrain.blend") elif value == GK.F4KEY: G.setLogicTicRate(1) G.startGame(r"..\MultiLoader\TerrainDome.blend") elif value == GK.F5KEY: G.setLogicTicRate(1) G.startGame(r"..\Test\BeachSkydomeFrameCounterVideoTeapot912X1140.180Hz.blend") elif value == GK.F6KEY: G.setLogicTicRate(1) G.startGame(r"..\Test\RotatingSpheres.blend")
import bpy bpy.context.scene.render.engine = 'BLENDER_GAME' bpy.ops.view3d.game_start() from bge import logic as GameLogic GameLogic.startGame()