import bge import colors def main(): dict = bge.logic.globalDict if dict['scene_inited'] == False: cont = bge.logic.getCurrentController() scene = bge.logic.getCurrentScene() own = cont.owner own['last_stBut'] = False level = dict['level'] cam = scene.objects['Camera.003'] curscene = bge.logic.getCurrentScene() dict['level_scene'] = curscene dict['overlay_fadeout'] = 1 scenes = bge.logic.getSceneList() own['pre_pause_linvel'] = 0.0 objList = scene.objects parent = objList["control_cube.002"] dict['cc'] = parent # combine child's shape with parent's compound = True obj = scene.objects['Char4'] deck_obj = scene.objects['deck_arm'] dict['p1c'] = own dict['p1'] = obj dict['p1d'] = deck_obj # child is solid ghost = False # set parent obj.setParent( parent, compound, ghost) parent.worldPosition.z += .75 parent.applyRotation([0,0,3.14], True) scene.gravity = [0,0,dict['gravity']] for i in scenes: if i.name == "main": main = i for i in scenes: if i.name == "fade_out": print('ending fade_out', scenes) scene2 = i scene2.end() if dict['bc'] == 1: cont.activate(cam.actuators["bc"]) else: cont.activate(cam.actuators["bc_off"]) if dict['hdr'] == 1: cont.activate(cam.actuators["hdr"]) else: cont.activate(cam.actuators["hdr_off"]) if dict['ao'] == 1: cont.activate(cam.actuators["ao"]) else: cont.activate(cam.actuators["ao_off"]) if dict['dof_on'] == 1: cont.activate(cam.actuators["DOF"]) else: cont.activate(cam.actuators["DOF_off"]) if dict['bloom_on'] == 1: cont.activate(cam.actuators["Bloom"]) else: cont.activate(cam.actuators["bloom_off"]) #print(dict['shadow_on'], 'shadow_on') #if dict['shadow_on'] == 1: #bge.render.setGLSLMaterialSetting("shadows", 1) #else: #bge.render.setGLSLMaterialSetting("shadows", 0) if dict['music_player'] == 1: dict['music_start'] = True print('starting music') else: print('not starting music', dict['music_player']) dict['sun_lights'] = [] dict['ambient_lights'] = [] for x in scene.lights: if 'hemi' in x: if 'down' in x: x.energy = dict['ambient_strength'] dict['ambient_lights'].append(x) else: x.energy = dict['ambient_strength'] * .7 dict['ambient_lights'].append(x) if 'sun' in x: x.energy = dict['sun_strength'] dict['sun_lights'].append(x) #scene.world.envLightEnergy = dict['ambient_strength'] #scene.world.envLightEnergy = 0 cam['BC_BRIGHTNESS'] = dict['BC_BRIGHTNESS'] cam['BC_CONTRAST'] = dict['BC_CONTRAST'] cam['bc'] = dict['bc'] cam['hdr'] = dict['hdr'] cam['avgL'] = dict['avgL'] cam['HDRamount'] = dict['HDRamount'] cam['ao'] = dict['ao'] cam['onlyAO'] = dict['onlyAO'] cam['aowidth'] = dict['aowidth'] cam['aoradius'] = dict['aoradius'] cam['ambient_strength'] = dict['ambient_strength'] cam['sun_strength'] = dict['sun_strength'] cam['sun_pos_x'] = dict['sun_rot_x'] cam['sun_pos_y'] = dict['sun_rot_y'] #cam['shadow_on'] = dict['shadow_on'] cam['dof_on'] = dict['dof_on'] cam['bloom_on'] = dict['bloom_on'] cam['fxaa'] = dict['fxaa'] cam['FXAA_SPAN_MAX'] = dict['FXAA_SPAN_MAX'] own['grindnew_timer'] = 0 own['last_ramp'] = 0 own['requestAction'] = '' own['l_actionState'] = '' own['actionState'] = '' own['transition_timer'] = 0 own['transitioning'] = 0 own['driving'] = False dict['last_driving'] = False own['last_roty'] = 0.0 own['walk_targ_speed'] = 2 own['walk_fast_targ_speed'] = 5 own['walk_speed'] = 0 own['walk_inc'] = .2 own['walk_jump_timer'] = 0 own['no_grind_timer'] = 0 own['last_jump_frame'] = 0 own['grinder_rot'] = None own['inc'] = 0 own['vert'] = 0 own['last_vert_frame'] = 0 own['ragdoll_active'] = False own['rd_to_delete'] = None own['ragdoll_out'] = 0 own['lland'] = '' own['grinding'] = False own['ground_since'] = 100 own['last_transition_frame'] = 0 #own['aState'] = 'reg_roll' colors.update_shirt_tex() colors.update_truck_tex() print('scene init ran') dict['scene_inited'] = True material_list = [] for obj in scene.objects: for mesh in obj.meshes: for material in mesh.materials: material_list.append(material.name) for obj in scene.objectsInactive: for mesh in obj.meshes: for material in mesh.materials: material_list.append(material.name) scene.objects['camposEmpty'].applyRotation([.3, .3, 0], True) material_list = set(material_list) print('number of materials:', len(material_list))