import bge from bge import texture dict = bge.logic.globalDict scene = bge.logic.getCurrentScene() shirt = scene.objects["Char4:Zshirtt1"] deck = scene.objects["deck"] throw_deck = scene.objectsInactive["throw_deck"] focus_deckA = scene.objectsInactive["focus_deckA"] focus_deckB = scene.objectsInactive["focus_deckB"] shoeR = scene.objects['Char4:Shoes02.R'] shoeL = scene.objects['Char4:Shoes02.L'] trucks = scene.objects['trucks'] wheel1 = scene.objects['rollen.000'] wheel2 = scene.objects['rollen.001'] wheel3 = scene.objects['rollen.002'] wheel4 = scene.objects['rollen.003'] ## white = [ .9, .9, .9, 1.0] yellow = [ 0.6, 0.33, 0, 1.0] grey = [ .5, .5, .5, 1.0] red = [ .2, 0, 0, 1] orange = [.47, .1, 0, 1] deckbrown = [.2, .075, .001, 1] lightblue = [.375, .6, 1, 1] ## set colors shirtC = white deckC = red shoesC = grey def main(): cont = bge.logic.getCurrentController() own = cont.owner #shirt.color = shirtC #print(dict['shirt_color']) scol = [dict['shirt_color_r'], dict['shirt_color_g'], dict['shirt_color_b'], 1] deckC = [dict['deck_color_r'], dict['deck_color_g'], dict['deck_color_b'], 1] print(scol) shirt.color = scol deck.color = deckC throw_deck.color = deckC focus_deckA.color = deckC focus_deckB.color = deckC shoesC = [dict['shoe_color_r'], dict['shoe_color_g'], dict['shoe_color_b'], 1] shoeR.color = shoesC shoeL.color = shoesC trucks.color = [dict['trucks_r'], dict['trucks_g'], dict['trucks_b'], 1] wheel1.color = [dict['wheel1_r'], dict['wheel1_g'], dict['wheel1_b'], 1] wheel2.color = [dict['wheel2_r'], dict['wheel2_g'], dict['wheel2_b'], 1] wheel3.color = [dict['wheel3_r'], dict['wheel3_g'], dict['wheel3_b'], 1] wheel4.color = [dict['wheel4_r'], dict['wheel4_g'], dict['wheel4_b'], 1] #print("set color", deck.color) logo = dict['shirt_logo'] logo1 = shirt.meshes[0].materials[0].textures[6] logo2 = shirt.meshes[0].materials[0].textures[7] logo3 = shirt.meshes[0].materials[0].textures[5] try: if logo == 1: logo1.diffuseIntensity = 1 logo2.diffuseIntensity = 0 logo1.diffuseFactor = 1 logo2.diffuseFactor = 0 logo3.diffuseIntensity = 0 logo3.diffuseFactor = 0 if logo == 2: logo1.diffuseIntensity = 0 logo1.diffuseFactor = 0 logo2.diffuseIntensity = 1 logo2.diffuseFactor = 1 logo3.diffuseIntensity = 0 logo3.diffuseFactor = 0 if logo == 3: logo1.diffuseIntensity = 0 logo1.diffuseFactor = 0 logo2.diffuseIntensity = 0 logo2.diffuseFactor = 0 logo3.diffuseIntensity = 1 logo3.diffuseFactor = 1 if logo == 0: logo1.diffuseIntensity = 0 logo2.diffuseIntensity = 0 logo1.diffuseFactor = 0 logo2.diffuseFactor = 0 logo3.diffuseIntensity = 0 logo3.diffuseFactor = 0 except: pass main() def update_tuck_tex(): #deck graphic testing import glob scene = bge.logic.getCurrentScene() deck = scene.objects["deck"] mainDir = bge.logic.expandPath("//") fileName = mainDir + "textures\\decks\\*.png" deckList = glob.glob(fileName) dict['deckList'] = deckList ID = texture.materialID(deck, 'MAdeck') deck_texture = texture.Texture(deck, ID) new_source = texture.ImageFFmpeg(deckList[dict["deck_index"]]) bge.logic.texture = deck_texture bge.logic.texture.source = new_source bge.logic.texture.refresh(False) deck_name = deckList[dict['deck_index']] deck_name = deck_name.replace(mainDir, '') deck_name = deck_name.replace('textures\decks', '' ) deck_name = deck_name.replace('.png', '') deck_name = deck_name.replace("\\", "") print('deck texture updted to ', deck_name) dict['deck_name'] = deck_name