from bge import logic as G from bge import render as R from bge import events speed = 0.2 # walk speed sensitivity = 1.0 # mouse sensitivity owner = G.getCurrentController().owner # center mouse on first frame, create temp variables if "oldX" not in owner: G.mouse.position = (0.5,0.5) owner["oldX"] = 0.0 owner["oldY"] = 0.0 else: # round() is a hack to work around the floating mouse bug x= round(0.5 - G.mouse.position, 2) y = round(0.5 - G.mouse.position,2) x *= sensitivity y *= sensitivity # Smooth movement owner['oldX'] = (owner['oldX']*0.9 + x*0.1) owner['oldY'] = (owner['oldY']*0.9 + y*0.1) x = owner['oldX'] y = owner['oldY'] # set the values owner.applyRotation([0, 0, x], False) owner.applyRotation([y, 0, 0], True) # Center mouse in game window G.mouse.position = (0.5,0.5) # keyboard control keyboard = G.keyboard.events if keyboard[events.WKEY]: owner.applyMovement([0,0,-speed], True) if keyboard[events.SKEY]: owner.applyMovement([0,0, speed], True) if keyboard[events.AKEY]: owner.applyMovement([-speed,0,0], True) if keyboard[events.DKEY]: owner.applyMovement([speed,0,0], True) if keyboard[events.EKEY]: owner.applyMovement([0,speed,0], True) if keyboard[events.CKEY]: owner.applyMovement([0,-speed,0], True)
from bge import logic from mathutils import Vector GRAVITY = 9.8 def main(): scene = logic.getCurrentScene() cont = logic.getCurrentController() own = cont.owner for obj in scene.objects: if "gravity" in obj: down_vec = Vector(obj.getVectTo(own)) down_vec.magnitude = GRAVITY obj.applyForce(down_vec) player = logic.getCurrentScene().objects["Player"] up_vec = own.getVectTo(player) player.alignAxisToVect(up_vec, 2, 1)
A first camera (avian) and the second code is a ball (planet). When I start the game so the bird will not fly correctly. What is the command I write, and where on the planet in order to be successful flight in accordance with the?