Graphics Programs Reference
In-Depth Information
These six sensors will be the ones detecing when the user presses any of the keys
used for the horizontal movement (WASD) or scrolls the mouse wheel (to move
verically).
9. Now let's go to the controllers column and add a new controller of type Python
Script . For this controller, we only set its name for now; let's call it move . Remember
the name of the controller (upper part of the logic brick) itself is disinct from the
text datablock that will contain the actual code (lower part of the controller logic
brick).
10. Finally, let's add an actuator (third column) of type Motion and change its name to
baseMover . Let's also connect the output socket of each one of the six sensors of
the base object to the input socket of the move controller, and connect the output
socket of the move controller to the input socket of the baseMover actuator.
Apart from the logic bricks, we also need to add properties to the base object.
11. Let's put the mouse pointer inside the Logic Editor and press the N key to show the
sidebar; then click on the Add Game Property buton twice. The irst property must
be named walkSpeed , its type set to Float and its value set to 0.1 . The second
property must be named flySpeed , its type set to Float , and its value set to 2.0 .
Properies are just a way to give an object the responsibility to hold some data that
we can use in the logic. In this case, this object is the one that knows how fast to
walk (horizontal movement) and how fast to fly (verical movement).
12. Now let's select the derived object in the 3D View and only add an actuator to
it in the Logic Editor; the actuator must be of type Motion and its name must
be set as viewRot .
13. Finally, let's select the mainControl object, then go to the Logic Editor and add
three sensors as follows:
F Sensor 1:
Type: Mouse
Name: click
Mouse Event: Let Buton
F Sensor 2:
Type: Mouse
Name: unclick
Invert: Enabled
Mouse Event: Let Buton
 
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