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@@ -1,9 +1,6 @@
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-#os = 'Windows'
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-#from sys import platform
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-#if platform != "win32":
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- #os = 'Linux'
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-def onWindows():
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- return os == 'Windows'
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+#shuvit.org
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+#walk.py
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+
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import bge
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import GameLogic
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import ctypes
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@@ -15,35 +12,6 @@ import math
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scene = bge.logic.getCurrentScene()
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objList = scene.objects
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-#reduction = 400000
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-#axisTh = 0.03
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-
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-############
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-##vibration#
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-############
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-## Define necessary structures
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-#class XINPUT_VIBRATION(ctypes.Structure):
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-# _fields_ = [("wLeftMotorSpeed", ctypes.c_ushort), ("wRightMotorSpeed", ctypes.c_ushort)]
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-#xinput = ctypes.windll.xinput1_3 # Load Xinput.dll
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-## Set up function argument types and return type
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-#XInputSetState = xinput.XInputSetState
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-#XInputSetState.argtypes = [ctypes.c_uint, ctypes.POINTER(XINPUT_VIBRATION)]
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-#XInputSetState.restype = ctypes.c_uint
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-## Now we're ready to call it. Set left motor to 100%, right motor to 50%
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-## for controller 0
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-##vibration = XINPUT_VIBRATION(65535, 32768)
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-##XInputSetState(0, ctypes.byref(vibration))
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-## You can also create a helper function like this:
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-#def set_vibration(controller, left_motor, right_motor):
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-# vibration = XINPUT_VIBRATION(int(left_motor * 65535), int(right_motor * 65535))
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-# XInputSetState(controller, ctypes.byref(vibration))
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-## ... and use it like so
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-##set_vibration(0, 0.2, 0.2)
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-################
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-##end vibration#
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-################
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-
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-
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cont = GameLogic.getCurrentController()
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obj = bge.logic.getCurrentScene().objects
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char = bge.constraints.getCharacter
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@@ -51,9 +19,6 @@ own = cont.owner
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stance = own['stance']
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STANCE = own['stance']
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r_ground = cont.sensors["r_Ground"]
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-#Sensor logic bricks connected to the python Controller
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-#aXis = cont.sensors["sControla.001"]
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-#bUtt = cont.sensors["sControlb.001"]
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linvel = own.getLinearVelocity(True)
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lasta = own['lasta']
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lastx = own['lastx']
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@@ -68,32 +33,6 @@ except:
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truckon = 30
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deckon = 30
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-#onW = onWindows()
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-
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-# windows stuff
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-#lar_lts = 0
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-#uad_lts = 1
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-#lt = 4 if onW else 2
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-#lar_rts = 2 if onW else 3
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-#uad_rts = 3 if onW else 4
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-#rt = 5
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-
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-#a_but = 0 if onW else 0
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-#b_but = 1 if onW else 1
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-#x_but = 2 if onW else 2
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-#y_but = 3 if onW else 3
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-#l_bump = 9 if onW else 4
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-#r_bump = 10 if onW else 5
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-#bk_but = 4 if onW else 6
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-#st_but = 6 if onW else 7
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-#xb_but = 5 if onW else 8
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-#lts_pr = 7 if onW else 9
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-#rts_pr = 8 if onW else 10
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-#l_dp = 13 if onW else 11
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-#r_dp = 14 if onW else 12
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-#u_dp = 11 if onW else 13
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-#d_dp = 12 if onW else 14
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-
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lLR = dict['lLR']
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lUD = dict['lUD']
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rLR = dict['rLR']
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@@ -121,16 +60,6 @@ sens = .04
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fliplay = 30
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dropinCol = own.sensors['dropinCol']
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-#no input
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-#def cutOff():
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-#
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-# if (abs(lLR) < axisTh
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-# and abs(lUD) < axisTh
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-# and abs(rLR) < axisTh
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-# and abs(rUD) < axisTh
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-# and aBut == False):
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-#
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-# return True
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skater = scene.objects["Char4"]
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deck = scene.objects["deck"]
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trucks = scene.objects["trucks"]
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@@ -174,7 +103,6 @@ def trucksisplaying():
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for x in range(5000):
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if deck.isPlayingAction(x):
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print("deck is playing:", x)
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-#trucksisplaying()
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def printplaying():
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splaying_layers = "S: "
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@@ -204,42 +132,18 @@ if r_ground.positive and xBut == False and lastx == False:
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#killact(11)
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killact(12)
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killact(13)
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-######################################
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-#walk out
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-#print(own['walk_timer'])
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-#if own['walk_timer'] < 5:
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-#
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-# if stance == 0 and skater.isPlayingAction(fliplay) == False:
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-#
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-# if own['throw_deck'] == True:
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-# print("walk out1")
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-# skater.playAction("reg_nwalk_nb.001", 15,35, layer=29, play_mode=0, speed=.5)
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-# else:
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-# print("walk out2")
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-# skater.playAction("walk.000", 15,35, layer=29, play_mode=0, speed=.5)
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-# deck.playAction("a_reg_walk", 0,35, layer=17, play_mode=0)
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-# trucks.playAction("a_reg_walk", 0,35, layer=17, play_mode=0)
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-
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+######################################
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#idle
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if stance == 0 and skater.isPlayingAction(fliplay) == False and yBut == False and r_ground.triggered and xBut == False and noidle == 0 and own['walk_idling'] == 0 and own['sit'] == 0 and own['dropinTimer'] == 0 and own['lasty'] == False:
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own['requestAction'] = 'reg_idle'
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if own['throw_deck'] == True:
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own['requestAction'] = 'reg_idle_nb'
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- #skater.playAction("reg_idle1", 1,120, layer=3, play_mode=1, speed=.5)
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- #else:
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- #skater.playAction("reg_idle1", 1,120, layer=3, play_mode=1, speed=.5)
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- #deck.playAction("a_reg_idle1", 1,120, layer=3, play_mode=1, speed=.5)
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- #trucks.playAction("a_reg_idle1", 1,120, layer=3, play_mode=1, speed=.5)
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+
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if stance == 1 and skater.isPlayingAction(fliplay) == False and yBut == False and r_ground.triggered and xBut == False and noidle == 0 and own['walk_idling'] == 0 and own['sit'] == 0 and own['dropinTimer'] == 0 and own['lasty'] == False:
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own['requestAction'] = 'fak_idle'
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if own['throw_deck'] == True:
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own['requestAction'] = 'fak_idle_nb'
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- #skater.playAction("fak_idle1", 1,120, layer=3, play_mode=1, speed=.5)
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- #else:
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- #skater.playAction("fak_idle1", 1,120, layer=3, play_mode=1, speed=.5)
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- #deck.playAction("a_fak_idle1", 1,120, layer=3, play_mode=1, speed=.5)
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- #trucks.playAction("a_fak_idle1", 1,120, layer=3, play_mode=1, speed=.5)
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if lUD < -sens:
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lup = 1
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@@ -253,7 +157,6 @@ else:
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#walking
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#new walking
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-#if (lup == 1 and aBut == 0 and yBut == False and (r_ground.positive or own['stair_counter'] > 0) and xBut == 0):
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vel = own.getLinearVelocity(True)
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if own['walk_timer'] < 50:
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velx = vel.x * .95
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@@ -310,131 +213,55 @@ if (lup == 1 and aBut == 0 and yBut == False and (r_ground.positive or own['stai
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own.actuators["walkondirt"].volume = .2
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own.actuators["walkondirt"].pitch = 1
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cont.activate(own.actuators["walkondirt"])
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- if lasta == 1:
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- #cont.deactivate(own.actuators['forward2'])
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- #cont.deactivate(own.actuators['backward2'])
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- killact(6)
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- killact(7)
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- killact(8)
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- killact(9)
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- killact(17)
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- killact(18)
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+
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if stance == 0 and skater.isPlayingAction(fliplay) == False:
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- #cont.activate(own.actuators['forward'])
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- #cont.activate(skater.actuators['aWalk'])
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- #cont.activate(deck.actuators['a_reg_walk'])
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- #cont.activate(deck.actuators['a_reg_walk'])
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#without deck
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if own['throw_deck'] == True:
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own['requestAction'] = 'reg_walk_nb'
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- #skater.playAction("reg_nwalk_nb.001", 0,35, layer=24, play_mode=1, speed=.5)
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else:
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own['requestAction'] = 'reg_walk'
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-# skater.playAction("reg_nwalk", 0,35, layer=24, play_mode=1, speed=.5)
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-# deck.playAction("a_reg_nwalk", 0,35, layer=16, play_mode=1, speed=.5)
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-# trucks.playAction("a_reg_nwalk", 0,35, layer=16, play_mode=1, speed=.5)
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- killact(25)
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- killact(305)
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- killact(306)
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+
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if stance == 1 and skater.isPlayingAction(fliplay) == False:
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- #cont.activate(own.actuators['backward'])
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- #cont.activate(skater.actuators['aWalk_fak'])
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- #cont.activate(deck.actuators['a_fak_walk'])
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- #cont.activate(trucks.actuators['a_fak_walk'])
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#without deck
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if own['throw_deck'] == True:
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own['requestAction'] = 'fak_walk_nb'
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- #skater.playAction("fak_nwalk_nb.001", 0,35, layer=25, play_mode=1, speed=.5)
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else:
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own['requestAction'] = 'fak_walk'
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-# skater.playAction("fak_nwalk", 0,35, layer=25, play_mode=1, speed=.5)
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-# deck.playAction("a_fak_nwalk", 0,35, layer=15, play_mode=1, speed=.5)
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-# trucks.playAction("a_fak_nwalk", 0,35, layer=15, play_mode=1, speed=.5)
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+
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elif lup == 1 and aBut == 1 and yBut == False and (r_ground.positive or own['stair_counter'] > 0) and xBut == 0:
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own.actuators["walkondirt"].volume = .2
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own.actuators["walkondirt"].pitch = 1.3
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cont.activate(own.actuators["walkondirt"])
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if stance == 0 and skater.isPlayingAction(fliplay) == False:
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- #cont.activate(own.actuators['forward2'])
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- #cont.activate(skater.actuators['aWalk'])
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360
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if own['throw_deck'] == True:
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own['requestAction'] = 'reg_walkFast_nb'
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skater.playAction("reg_nwalk_nb.001", 0,35, layer=25, play_mode=1, speed=1)
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else:
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own['requestAction'] = 'reg_walkFast'
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-# skater.playAction("reg_nwalk", 0,35, layer=25, play_mode=1, speed=1)
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-#
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-# deck.playAction("a_reg_nwalk", 0,35, layer=305, play_mode=1, speed=1)
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-# trucks.playAction("a_reg_nwalk", 0,35, layer=306, play_mode=1, speed=1)
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+
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else:
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killact(25)
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killact(305)
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killact(306)
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if stance == 1 and skater.isPlayingAction(fliplay) == False:
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- #cont.activate(own.actuators['backward2'])
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- #cont.activate(skater.actuators['aWalk_fak'])
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if own['throw_deck'] == True:
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own['requestAction'] = 'fak_walkFast_nb'
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skater.playAction("fak_nwalk_nb.001", 0,35, layer=24, play_mode=1, speed=1)
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250
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else:
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380
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- own['requestAction'] = 'fak_walkFast'
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-# skater.playAction("fak_nwalk", 0,35, layer=24, play_mode=1, speed=1)
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-# deck.playAction("a_fak_nwalk", 0,35, layer=15, play_mode=1, speed=1)
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-# trucks.playAction("a_fak_nwalk", 0,35, layer=15, play_mode=1, speed=1)
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251
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+ own['requestAction'] = 'fak_walkFast'
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384
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252
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else:
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385
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253
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vel = own.getLinearVelocity(True)
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386
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254
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cont.deactivate(own.actuators["walkondirt"])
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387
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255
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if stance == 0:
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388
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- #cont.deactivate(own.actuators['forward'])
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389
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- #cont.deactivate(own.actuators['forward2'])
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390
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256
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cont.deactivate(skater.actuators['aWalk'])
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391
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257
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cont.deactivate(deck.actuators['a_reg_walk'])
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258
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cont.deactivate(trucks.actuators['a_reg_walk'])
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393
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- killact(4)
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394
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- killact(5)
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395
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- killact(6)
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396
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- killact(7)
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397
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- killact(15)
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398
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- killact(16)
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399
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- killact(17)
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400
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- killact(18)
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401
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- killact(24)
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402
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- killact(25)
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403
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- killact(305)
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404
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- killact(306)
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405
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-# if own['walk_timer'] < 50:
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406
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-# velx = vel.x * .95
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407
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-# #own.setLinearVelocity([velx, 0, vel.z], True)
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408
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-#
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409
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-# else:
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410
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-# if r_ground.triggered:
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411
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-# own.setLinearVelocity([0, 0, vel.z], True)
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-# #velz = vel.z
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413
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-# #print(velz)
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414
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-# #own.localLinearVelocity[0, 0, velz]
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259
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+
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415
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260
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if stance == 1:
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416
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- #cont.deactivate(own.actuators['backward'])
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417
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- #cont.deactivate(own.actuators['backward2'])
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418
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261
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cont.deactivate(skater.actuators['aWalk_fak'])
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419
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262
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cont.deactivate(deck.actuators['a_fak_walk'])
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420
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263
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cont.deactivate(trucks.actuators['a_fak_walk'])
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421
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- killact(4)
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422
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- killact(5)
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423
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- killact(6)
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424
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- killact(7)
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425
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- killact(15)
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426
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- killact(16)
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427
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- killact(17)
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428
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- killact(18)
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429
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- killact(24)
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430
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- killact(25)
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431
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- killact(305)
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432
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- killact(306)
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433
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-# if own['walk_timer'] < 50:
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434
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-# velx = vel.x * .95
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435
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-# #own.setLinearVelocity([velx, 0, vel.z], True)
|
436
|
|
-# else:
|
437
|
|
-# own.setLinearVelocity([0, 0, vel.z], True)
|
|
264
|
+
|
438
|
265
|
#in air
|
439
|
266
|
if lup == 1 and r_ground.positive == False:
|
440
|
267
|
|
|
@@ -448,7 +275,6 @@ if lup == 1 and r_ground.positive == False:
|
448
|
275
|
killact(7)
|
449
|
276
|
velx = linvel.x - 1
|
450
|
277
|
own.setLinearVelocity([-1.5, linvel.y, linvel.z], 1)
|
451
|
|
- #cont.activate(own.actuators['forward2'])
|
452
|
278
|
if stance == 1:
|
453
|
279
|
cont.deactivate(own.actuators['backward'])
|
454
|
280
|
cont.deactivate(own.actuators['backward2'])
|
|
@@ -458,8 +284,7 @@ if lup == 1 and r_ground.positive == False:
|
458
|
284
|
killact(6)
|
459
|
285
|
killact(7)
|
460
|
286
|
velx = linvel.x + 1
|
461
|
|
- own.setLinearVelocity([1.5, linvel.y, linvel.z], 1)
|
462
|
|
- #cont.activate(own.actuators['backward2'])
|
|
287
|
+ own.setLinearVelocity([1.5, linvel.y, linvel.z], 1)
|
463
|
288
|
#---------------
|
464
|
289
|
if rLR > .05:
|
465
|
290
|
cont.activate(camobj.actuators['camRight'])
|
|
@@ -510,18 +335,7 @@ def onboard():
|
510
|
335
|
fliplay3 = 303
|
511
|
336
|
try:
|
512
|
337
|
vel = own['offboard_vel']
|
513
|
|
- #velx = vel.x *2
|
514
|
|
- vel = [velx, vel.y, vel.z]
|
515
|
|
- #vel = vel * 4
|
516
|
|
- #vel = [-100, 0, 0]
|
517
|
|
- #print(vel)
|
518
|
|
- #own.localLinearVelocity = vel
|
519
|
|
- #JUMPHEIGHT = 1100
|
520
|
|
- #force = [600, 0.0, 10]
|
521
|
|
- # use local axis
|
522
|
|
- #local = True
|
523
|
|
- # apply force
|
524
|
|
- #own.applyForce(force, local)
|
|
338
|
+ vel = [velx, vel.y, vel.z]
|
525
|
339
|
except:
|
526
|
340
|
pass
|
527
|
341
|
|
|
@@ -533,10 +347,7 @@ def onboard():
|
533
|
347
|
deck.stopAction(deckon)
|
534
|
348
|
trucks.stopAction(truckon)
|
535
|
349
|
own['requestAction'] = 'reg_offboard'
|
536
|
|
-
|
537
|
|
-# skater.playAction("reg_noffboard", 0,26, layer=fliplay, priority=0, play_mode=0, speed=.5)
|
538
|
|
-# deck.playAction("a_reg_noffboard", 0,26, layer=deckon, priority=0, play_mode=0, speed=.5)
|
539
|
|
-# trucks.playAction("a_reg_noffboard", 0,26, layer=truckon, priority=0, play_mode=0, speed=.5)
|
|
350
|
+
|
540
|
351
|
if STANCE == 1:
|
541
|
352
|
killact(3)
|
542
|
353
|
killact(4)
|
|
@@ -544,10 +355,7 @@ def onboard():
|
544
|
355
|
skater.stopAction(fliplay)
|
545
|
356
|
deck.stopAction(deckon)
|
546
|
357
|
trucks.stopAction(truckon)
|
547
|
|
- own['requestAction'] = 'fak_offboard'
|
548
|
|
-# skater.playAction("nfak_offboard", 1,30, layer=fliplay, priority=0, play_mode=0, speed=1.5)
|
549
|
|
-# deck.playAction("a_fak_offboard", 1,30, layer=deckon, priority=0, play_mode=0, speed=1.5)
|
550
|
|
-# trucks.playAction("a_fak_offboard", 1,30, layer=truckon, priority=0, play_mode=0, speed=1.5)
|
|
358
|
+ own['requestAction'] = 'fak_offboard'
|
551
|
359
|
def jump():
|
552
|
360
|
if xBut == True:
|
553
|
361
|
if own['lastx'] == 0:
|
|
@@ -555,18 +363,11 @@ def jump():
|
555
|
363
|
killact(4)
|
556
|
364
|
killact(5)
|
557
|
365
|
killact(6)
|
558
|
|
- killact(7)
|
559
|
|
- #why does this layer have to be so high?
|
|
366
|
+ killact(7)
|
560
|
367
|
if STANCE == 0:
|
561
|
368
|
own['requestAction'] ='reg_jump'
|
562
|
|
-# skater.playAction("reg_jump", 1,35, layer=400, priority=0, play_mode=0, speed=.5)
|
563
|
|
-# deck.playAction("a_reg_jump2", 1,35, layer=400, priority=0, play_mode=0, speed=.5)
|
564
|
|
-# trucks.playAction("a_reg_jump2", 1,35, layer=400, priority=0, play_mode=0, speed=.5)
|
565
|
369
|
if STANCE == 1:
|
566
|
|
- own['requestAction'] ='fak_jump'
|
567
|
|
- #skater.playAction("fak_jump", 1,35, layer=400, priority=0, play_mode=0, speed=.5)
|
568
|
|
- #deck.playAction("a_reg_jump", 1,30, layer=11, play_mode=0, speed=.5)
|
569
|
|
- #trucks.playAction("a_reg_jump", 1,30, layer=12, priority=0, play_mode=0, speed=1)
|
|
370
|
+ own['requestAction'] ='fak_jump'
|
570
|
371
|
JUMPHEIGHT = 1100
|
571
|
372
|
force = [ 0.0, 0.0, JUMPHEIGHT]
|
572
|
373
|
# use local axis
|
|
@@ -578,7 +379,6 @@ def jump():
|
578
|
379
|
own['lastx'] = 0
|
579
|
380
|
def dropin():
|
580
|
381
|
if dropinCol.positive == True:
|
581
|
|
- #print("DROPIN")
|
582
|
382
|
pass
|
583
|
383
|
|
584
|
384
|
def getonboard():
|
|
@@ -982,9 +782,7 @@ def sit():
|
982
|
782
|
own['sit'] = 0
|
983
|
783
|
|
984
|
784
|
if aBut == False and lasta == True:
|
985
|
|
- #print(lasta)
|
986
|
785
|
try:
|
987
|
|
- #print(r_ground.hitObject)
|
988
|
786
|
if 'sit' in r_ground.hitObject:
|
989
|
787
|
print("sit")
|
990
|
788
|
own['sit'] = 1
|
|
@@ -998,12 +796,7 @@ def sit():
|
998
|
796
|
skater.playAction("fak_sit", 1,65, layer=300, play_mode=0, speed=1)
|
999
|
797
|
deck.playAction("a_fak_sit", 1,65, layer=300, play_mode=0, speed=1)
|
1000
|
798
|
trucks.playAction("a_fak_sit", 1,65, layer=300, play_mode=0, speed=1)
|
1001
|
|
- #if own['sit'] == 1 and last_sit == 0:
|
1002
|
|
-
|
1003
|
|
-
|
1004
|
|
-
|
1005
|
799
|
except:
|
1006
|
|
- #print("sit broke")
|
1007
|
800
|
pass
|
1008
|
801
|
if own['sit'] == 1:
|
1009
|
802
|
try:
|
|
@@ -1271,8 +1064,8 @@ if r_ground.triggered == False:
|
1271
|
1064
|
else:
|
1272
|
1065
|
cont.activate(own.actuators["walk_align"])
|
1273
|
1066
|
|
|
1067
|
+#walking on stairs
|
1274
|
1068
|
if r_ground.triggered:
|
1275
|
|
- #print("on stair")
|
1276
|
1069
|
try:
|
1277
|
1070
|
if 'stair' in r_ground.hitObject:
|
1278
|
1071
|
own['stair_counter'] = 20
|