Angry bird

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

    # round() is a hack to work around the floating mouse bug
    x= round(0.5 - G.mouse.position[0], 2)
    y = round(0.5 - G.mouse.position[1],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 =
    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


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)[1])
            down_vec.magnitude = GRAVITY
    player = logic.getCurrentScene().objects["Player"]
    up_vec = own.getVectTo(player)[1]
    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?

Okay, so as far as I can tell, the first code section is for a mouse-look, and the second’s for a ball, right? Firstly, you’re applying gravity to all objects in the ball’s code, but that won’t be necessary unless your objects aren’t dynamic. Also, your question’s not very clear - are you a native English speaker?