def _drawMarker(self): #check for selected_flag and draw marker if needed if self.markerFlag: delta = Vector((0, 0, 1)) delta.magnitude = 2.5 render.drawLine(self.worldPosition, self.worldPosition + delta, [255, 0, 0])
def main(self): #k = keyDown k = self.user.keyboard.keyDown up_down = k(events.UPARROWKEY) - k(events.DOWNARROWKEY) right_left = k(events.RIGHTARROWKEY) - k(events.LEFTARROWKEY) delta = Vector((right_left, up_down, 0)) delta.magnitude = self.speed self.worldPosition += delta
def main( self ): k = self.user.keyboard.keyDown up_down = k( events.UPARROWKEY ) - k( events.DOWNARROWKEY ) right_left = k( events.RIGHTARROWKEY ) - k( events.LEFTARROWKEY ) delta = Vector( ( right_left, up_down, 0 ) ) delta.magnitude = self.speed self.worldPosition += delta
from bge import logic as GameLogic from mathutils import Vector c = GameLogic.getCurrentController() own = c.owner space = 0.003 # sensors ray = c.sensors["ray"] # actuator spawn = c.actuators["spawn"] if ray.positive: # Get info pos_vec = Vector(ray.hitPosition) normal_vec = Vector(ray.hitNormal) # make object spawn.instantAddObject() bullet_hole = spawn.objectLastCreated # position hole bullet_hole.alignAxisToVect(normal_vec.xyz, 2, 1) normal_vec.magnitude = space bullet_hole.worldPosition = (pos_vec + normal_vec).xyz