#shuvit.org #walk.py import bge import GameLogic import ctypes import random import math def main(cont): pass #--------------------------------------------------- # scene = bge.logic.getCurrentScene() # objList = scene.objects # cont = GameLogic.getCurrentController() # obj = bge.logic.getCurrentScene().objects # char = bge.constraints.getCharacter # own = cont.owner # stance = own['stance'] # STANCE = own['stance'] # r_ground = cont.sensors["r_Ground"] # linvel = own.getLinearVelocity(True) # lasta = own['lasta'] # lastx = own['lastx'] # last_sit = own['sit'] # dict = bge.logic.globalDict # try: # own['walk_timer'] = own['walk_timer'] +1 # except: # own['walk_timer'] = 1 # own['walk_targ_speed'] = 2.0 # truckon = 450 # deckon = 460 # lLR = dict['lLR'] # lUD = dict['lUD'] # rLR = dict['rLR'] # rUD = dict['rUD'] # lTrig = dict['lTrig'] # rTrig = dict['rTrig'] # aBut = dict['aBut'] # bBut = dict['bBut'] # xBut = dict['xBut'] # yBut = dict['yBut'] # lBump = dict['lBump'] # rBump = dict['rBump'] # bkBut = dict['bkBut'] # stBut = dict['stBut'] # xbBut = dict['xbBut'] # ltsBut = dict['ltsBut'] # rtsBut = dict['rtsBut'] # ldPad = dict['ldPad'] # rdPad = dict['rdPad'] # udPad = dict['udPad'] # ddPad = dict['ddPad'] # #user # sens = .04 # fliplay = 30 # dropinCol = own.sensors['dropinCol'] # cube = scene.objects['control_cube.002'] # skater = scene.objects["Char4"] # deck = scene.objects["b_deck"] # trucks = scene.objects["b_trucks"] # camobj2 = scene.objects['camobj'] # throw_deck_empty = scene.objects["throw_deck_empty"] # wheel1 = scene.objects["wheel1"] # wheel2 = scene.objects["wheel2"] # wheel3 = scene.objects["wheel3"] # wheel4 = scene.objects["wheel4"] # camobj = scene.objects["Camera.003"] # camera = cont.actuators["Camera"] # replayCam = cont.actuators["replayCam"] # timer = own['dropinTimer'] # cam = scene.objects["Camera.003"] # freecam = scene.objects["freecam"] # followcam = scene.objects["followcam"] # control_bottom = scene.objects['control_bottom'] # cb = control_bottom.sensors['grindCol_bottom'] # cb_td = control_bottom.sensors['td_bottom'] # noidle = 0 # #if skater.isPlayingAction(460): # # noidle = 1 # try: # walk_inc = own['walk_inc'] # except: # own['walk_inc'] = .01 # walk_inc = own['walk_inc'] # own['walk_jump_timer'] = 0 # if own['stair_counter'] != 0: # walk_inc = own['walk_inc'] *10 # if own["stance"] == None: # own["stance"] = True # STANCE = own["stance"] # def killact(layer): # if skater.isPlayingAction(layer): # skater.stopAction(layer) # if deck.isPlayingAction(layer): # deck.stopAction(layer) # if trucks.isPlayingAction(layer): # trucks.stopAction(layer) # def killall(): # for x in range(5000): # skater.stopAction(x) # deck.stopAction(x) # trucks.stopAction(x) # def trucksisplaying(): # for x in range(5000): # if deck.isPlayingAction(x): # print("deck is playing:", x) # def printplaying(): # splaying_layers = "S: " # playing_layers = "D: " # tplaying_layers = "T: " # for x in range(9900): # if skater.isPlayingAction(x): # #if trucks.isPlayingAction(x): # #if skater.isPlayingAction(x): # splaying_layers += str(x) # splaying_layers += " " # if deck.isPlayingAction(x): # #if trucks.isPlayingAction(x): # #if skater.isPlayingAction(x): # playing_layers += str(x) # playing_layers += " " # if trucks.isPlayingAction(x): # #if trucks.isPlayingAction(x): # #if skater.isPlayingAction(x): # tplaying_layers += str(x) # tplaying_layers += " " # print(splaying_layers, playing_layers, tplaying_layers) # #printplaying() # ## # if r_ground.positive and xBut == False and lastx == False: # killact(10) # #killact(11) # killact(12) # killact(13) # ###################################### # #idle # #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: # #own['requestAction'] = 'reg_idle' # #if own['throw_deck'] == True: # #own['requestAction'] = 'reg_idle_nb' # #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: # #own['requestAction'] = 'fak_idle' # #if own['throw_deck'] == True: # #own['requestAction'] = 'fak_idle_nb' # if lUD < -sens: # lup = 1 # else: # lup = 0 # if lUD > sens: # ldown = 1 # else: # ldown = 0 # if lLR < -sens: # lLeft = 1 # else: # lLeft = 0 # if lLR > sens: # lRight = 1 # else: # lRight = 0 # #turning # walk_turn_amt = .005#.05 # turning = False # if r_ground.positive: # num = .4#.5 # tilt = .015 # if STANCE == 1: # num *= -1 # tilt *= -1 # if lRight == 1 or dict['kb_ra'] == 2: # #cont.activate(own.actuators['right']) # own.linearVelocity.y = num # if own['stair_counter'] > 0: # if STANCE == 0: # own.applyRotation([0,0,walk_turn_amt], True) # else: # own.applyRotation([0,0,-walk_turn_amt], True) # else: # own.applyRotation([-tilt, 0, 0], True) # turning = True # else: # #cont.deactivate(own.actuators['right']) # pass # if lLeft == 1 or dict['kb_la'] == 2: # #cont.activate(own.actuators['left']) # own.linearVelocity.y = -num # if own['stair_counter'] > 0: # if STANCE == 0: # own.applyRotation([0,0,walk_turn_amt], True) # else: # own.applyRotation([0,0,-walk_turn_amt], True) # else: # own.applyRotation([tilt, 0, 0], True) # turning = True # else: # #cont.deactivate(own.actuators['left']) # pass # #in air # #if (lup == 1 or dict['kb_ua'] != 0) and r_ground.positive == False: # if r_ground.positive == False: # airrot = .05 # if lLeft == 1 or dict['kb_la'] == 2: # if stance == 0: # own.applyRotation([0,0,airrot], True) # if stance == 1: # own.applyRotation([0,0,airrot], True) # if lRight == 1 or dict['kb_ra'] == 2: # if stance == 0: # own.applyRotation([0,0,-airrot], True) # if stance == 1: # own.applyRotation([0,0,-airrot], True) # if lup == 1 or dict['kb_ua'] == 2: # if own.linearVelocity.x < 10 and own .linearVelocity.x > - 10: # if stance == 0: # own.linearVelocity.x -= .04 # if stance == 1: # own.linearVelocity.x += .04 # own['lF_air_frame'] = own['framenum'] # own.actuators["walkondirt"].stopSound() # #walking # #new walking # vel = own.getLinearVelocity(True) # if own['walk_timer'] < 50: # velx = vel.x * .95 # own.setLinearVelocity([velx, 0, vel.z], True) # #print('y is zero') # else: # pass # #own.setLinearVelocity([0, 0, vel.z], True) # wf = 1 # if own['last_walk_frame'] - own['last_roll_frame'] > 55: # wf = 0 # if ((lup == 1 and aBut == 0) or (dict['kb_ua'] == 2 and dict['kb_lsh'] == 0)) and (r_ground.positive or own['stair_counter'] > 0) and xBut == 0 and wf == 0 and dict['kb_space'] == 0: # own['walking'] = "regular" # walking = "regular" # elif ((lup == 1 and aBut == 1) or (dict['kb_lsh'] == 2 and dict['kb_ua'] == 2)) and yBut == False and (r_ground.positive or own['stair_counter'] > 0) and xBut == 0 and wf == 0 and dict['kb_space'] != 2: # own['walking'] = "fast" # walking = "fast" # else: # own['walking'] = None # walking = None # if walking == "regular": # if stance == 1: # if linvel.x < own['walk_targ_speed']: # own.linearVelocity.x = linvel.x + walk_inc # else: # own.linearVelocity.x = own['walk_targ_speed'] # else: # if linvel.x > -own['walk_targ_speed']: # own.linearVelocity.x = linvel.x - walk_inc # else: # own.linearVelocity.x = -own['walk_targ_speed'] # if walking == "fast": # if stance == 1: # if linvel.x < own['walk_fast_targ_speed']: # own.linearVelocity.x = linvel.x + walk_inc # else: # own.linearVelocity.x = own['walk_fast_targ_speed'] # else: # if linvel.x > -own['walk_fast_targ_speed']: # own.linearVelocity.x = linvel.x - walk_inc # else: # own.linearVelocity.x = -own['walk_fast_targ_speed'] # if walking == None and r_ground.positive and own['walk_jump_timer'] == 0: # if own['walk_timer'] < 50 and turning == False: # velx = vel.x * .95 # own.setLinearVelocity([velx, 0, vel.z], True) # elif own['walk_timer'] > 50: # if own.linearVelocity.x > .1 or own.linearVelocity.x < -.1: # own.linearVelocity.x *= .01 # else: # own.linearVelocity.x = 0 # if turning == False: # if own.linearVelocity.y > .01 or own.linearVelocity.y < -.01: # own.linearVelocity.y *= .01 # else: # own.linearVelocity.y = 0 # #own.setLinearVelocity([0, 0, vel.z], True) # #old walking # if ((lup == 1 and aBut == 0) or (dict['kb_ua'] == 2 and dict['kb_lsh'] == 0) and yBut == False and (r_ground.positive or own['stair_counter'] > 0) and xBut == 0) or (turning == True and aBut == 0): # own.actuators["walkondirt"].volume = .2 # own.actuators["walkondirt"].pitch = 1 # cont.activate(own.actuators["walkondirt"]) # if stance == 0 and skater.isPlayingAction(fliplay) == False: # #without deck # if own['throw_deck'] == True: # own['requestAction'] = 'reg_walk_nb' # else: # own['requestAction'] = 'reg_walk' # if stance == 1 and skater.isPlayingAction(fliplay) == False: # #without deck # if own['throw_deck'] == True: # own['requestAction'] = 'fak_walk_nb' # else: # own['requestAction'] = 'fak_walk' # elif (((lup == 1 and aBut == 1) or (dict['kb_lsh'] == 2 and dict['kb_ua'] == 2)) and yBut == False and (r_ground.positive or own['stair_counter'] > 0) and xBut == 0) or (turning == True and aBut == 1): # own.actuators["walkondirt"].volume = .2 # #own.actuators["walkondirt"].pitch = 1.3 # own.actuators["walkondirt"].pitch = 2 # cont.activate(own.actuators["walkondirt"]) # #print('fastwalk') # if stance == 0 and skater.isPlayingAction(fliplay) == False: # if own['throw_deck'] == True: # own['requestAction'] = 'reg_walkFast_nb' # else: # own['requestAction'] = 'reg_walkFast' # if stance == 1 and skater.isPlayingAction(fliplay) == False: # if own['throw_deck'] == True: # own['requestAction'] = 'fak_walkFast_nb' # else: # own['requestAction'] = 'fak_walkFast' # else: # vel = own.getLinearVelocity(True) # cont.deactivate(own.actuators["walkondirt"]) # #--------------- # if rLR > .05: # cont.activate(camobj.actuators['camRight']) # else: # cont.deactivate(camobj.actuators['camRight']) # if rLR < -.05: # cont.activate(camobj.actuators['camLeft']) # else: # cont.deactivate(camobj.actuators['camLeft']) # if rUD > .05: # cont.activate(camobj.actuators['camDown']) # else: # cont.deactivate(camobj.actuators['camDown']) # if rUD < -.05: # cont.activate(camobj.actuators['camUp']) # else: # cont.deactivate(camobj.actuators['camUp']) # #---------------- # #camera.height = .01 #.9 # #camera.min = 1.75 # #camera.max = 2.25 # lasty = own['lasty'] # def onboard(): # if own['walk'] == 0: # print("start walking") # own['walk_idling'] = 0 # if own['framenum'] > 100 and own['fall'] == False: # #cont.activate(own.actuators['pop']) # camobj['sndmgr'].queue_sound(['pop', cube, camobj]) # own['getoffboard'] = False # own["walk_idle_frame"] = own["framenum"] # own['grindcement_vol'] = 0 # own['grindcement_pitch'] = 0 # own['grindrail_vol'] = 0 # own['grindrail_pitch'] = 0 # own['sroll_vol'] = 0 # own['sroll_pitch'] = 0 # #camobj.worldPosition.z += 4 # try: # vel = own['offboard_vel'] # vel = [velx, vel.y, vel.z] # except: # pass # if STANCE == 0: # #own['requestAction'] = 'reg_offboard' # print('requesting off board') # #if STANCE == 1: # #own['requestAction'] = 'fak_offboard' # def jump(): # pass # # #limit fall speed # # if linvel.z < -10: # # own.linearVelocity.z = -10 # # if xBut == True or dict['kb_space'] == 1: # # if own['lastx'] == 0: # # #killact(3) # # #killact(4) # # #killact(5) # # #killact(6) # # #killact(7) # # if STANCE == 0: # # own['requestAction'] ='reg_jump' # # #print('jump') # # if STANCE == 1: # # own['requestAction'] ='fak_jump' # # #print('jump') # # JUMPHEIGHT = 1100 # # force = [ 0.0, 0.0, JUMPHEIGHT] # # # use local axis # # local = False # # # apply force -- limit jump speed # # if linvel.z < 10: # # #own.applyForce(force, local) # # own.linearVelocity.z += 5 # # own.linearVelocity.x = linvel.x # # own.linearVelocity.y = linvel.y # # own['walk_jump_timer'] = 6 # # own['lastx'] = 1 # # else: # # own['lastx'] = 0 # def getonboard(dict, cont): # grindDar = cont.sensors['grindDar2'] # getonboard = own['getonboard'] # fliplay2 = 50#8560 # if ((yBut == True and dict['last_yBut'] == False) or dict['kb_q'] == 2):# and (cont.sensors["vehicleNear"].positive == False and own['throw_deck'] == False): # fliplay3 = fliplay2 + 1 # dar = 0 # if grindDar.hitObjectList != None: # for x in grindDar.hitObjectList: # to_grinder = (x.worldPosition - own.worldPosition).length # #if 'coping' in x and to_grinder < .36: # if 'coping' in x: # dar = 1 # if dropinCol.positive == True or dar == 1: # nearestObject = None # grindEmpty = scene.objects['grindEmpty'] # grindDar = grindEmpty.sensors['grindDar2'] # minDist = None # if grindDar.positive: # detectedObjects = grindDar.hitObjectList # dist = 0 # for obj in detectedObjects: # dist = own.getDistanceTo(obj) # if (minDist is None or dist < minDist): # nearestObject = obj # minDist = dist # print('dropin') # if STANCE == 0: # own['requestAction'] ='reg_dropin' # own['dropinTimer'] = 60 # if STANCE == 1: # own['requestAction'] ='fak_dropin' # own['dropinTimer'] = 60 # if getonboard == 1: # fliplay3 = 6000 # onboard_speed = .1 # own['getonboard'] = 0 # own['walk_idling'] = 0 # if (yBut == False and lasty == True) or (yBut == True or dict['kb_q'] == 3) and dropinCol.positive: # print('getting on board') # deckact = deck.actuators["Visibility"] # trucksact = trucks.actuators["Visibility"] # wheel1act = wheel1.actuators["Visibility"] # wheel2act = wheel2.actuators["Visibility"] # wheel3act = wheel3.actuators["Visibility"] # wheel4act = wheel4.actuators["Visibility"] # deckact.visibility = True # trucksact.visibility = True # wheel1act.visibility = True # wheel2act.visibility = True # wheel3act.visibility = True # wheel4act.visibility = True # cont.activate(deck.actuators['Visibility']) # cont.activate(trucks.actuators['Visibility']) # cont.activate(wheel1.actuators['Visibility']) # cont.activate(wheel2.actuators['Visibility']) # cont.activate(wheel3.actuators['Visibility']) # cont.activate(wheel4.actuators['Visibility']) # own['throw_deck'] = False # throw_deck_empty = scene.objects["throw_deck_empty"] # throw_deck_empty['kill_deck'] = 1 # if ((yBut == False and lasty == True) or dict['kb_q'] == 3):# and cont.sensors["vehicleNear"].positive == False: # print('secondary get on board') # own['getonboard'] = 1 # own['walk_idling'] = 0 # deckact = deck.actuators["Visibility"] # trucksact = trucks.actuators["Visibility"] # wheel1act = wheel1.actuators["Visibility"] # wheel2act = wheel2.actuators["Visibility"] # wheel3act = wheel3.actuators["Visibility"] # wheel4act = wheel4.actuators["Visibility"] # deckact.visibility = True # trucksact.visibility = True # wheel1act.visibility = True # wheel2act.visibility = True # wheel3act.visibility = True # wheel4act.visibility = True # cont.activate(deck.actuators['Visibility']) # cont.activate(trucks.actuators['Visibility']) # cont.activate(wheel1.actuators['Visibility']) # cont.activate(wheel2.actuators['Visibility']) # cont.activate(wheel3.actuators['Visibility']) # cont.activate(wheel4.actuators['Visibility']) # own['throw_deck'] = False # throw_deck_empty = scene.objects["throw_deck_empty"] # throw_deck_empty['kill_deck'] = 1 # def nextframe(): # framenumber = own["framenum"] # framenumber = framenumber + 1 # if framenumber == 900000: # framenumber = 0 # own["framenum"] = framenumber # own['last_walk_frame'] = framenumber # def checkidle(): # idle = cont.sensors["idle"] # idle_frame = own["walk_idle_frame"] # if idle.positive: # own["walk_idle_frame"] = 0 # cont.deactivate(camobj.actuators['idle_camRight']) # #camera.height = .5 # camera.height = dict['cam_idle_height'] # else: # if idle_frame == 0: # own["walk_idle_frame"] = own["framenum"] # diff = own["framenum"] - idle_frame # if (diff > 700 and idle_frame != 0 and dropinCol.positive == False and own['walk'] != 0) or own['sit'] == 1: # cont.activate(camobj.actuators['idle_camRight']) # #camera.height = .9 # #camera.min = 2 # #camera.max = 2.50 # own['walk_idling'] = 1 # else: # own['walk_idling'] = 0 # def idle_anim(): # if own['walk_idling'] == 1 and own['sit'] == 0: # walk_idle_frame = own['walk_idle_frame'] # mod_num = (own["framenum"] - walk_idle_frame) % 240 # idle_lay = 300 # if mod_num == 0: # if own['idle_skipper'] > 0: # own['idle_skipper'] -= 1 # ran_num = random.randint(1, 8) # if own['last_idle_num'] == ran_num: # ran_num = 1 # if own['idle_skipper'] == 0: # own['last_idle_num'] = ran_num # if ran_num == 1 or ran_num > 7: # killact(3) # if STANCE == 0 and own['throw_deck'] == 0: # own['requestAction'] = 'reg_idle1' # elif STANCE == 0 and own['throw_deck'] == 1: # own['requestAction'] = 'reg_idle1' # elif STANCE == 1 and own['throw_deck'] == 0: # own['requestAction'] = 'fak_idle1' # elif STANCE == 1 and own['throw_deck'] == 1: # own['requestAction'] = 'fak_idle1' # elif ran_num == 2: # killact(3) # if STANCE == 0 and own['throw_deck'] == 0: # own['requestAction'] = 'reg_idle2' # elif STANCE == 0 and own['throw_deck'] == 1: # own['requestAction'] = 'reg_idle2_nb' # elif STANCE == 1 and own['throw_deck'] == 0: # own['requestAction'] = 'fak_idle1' # elif STANCE == 1 and own['throw_deck'] == 1: # own['requestAction'] = 'fak_idle1' # elif ran_num == 3: # killact(3) # if STANCE == 0 and own['throw_deck'] == 0: # own['requestAction'] = 'reg_idle3' # elif STANCE == 0 and own['throw_deck'] == 1: # own['requestAction'] = 'reg_idle3' # elif STANCE == 1 and own['throw_deck'] == 0: # own['requestAction'] = 'fak_idle1' # elif STANCE == 1 and own['throw_deck'] == 1: # own['requestAction'] = 'fak_idle1' # own['idle_skipper'] = 2 # elif ran_num == 4: # killact(3) # if STANCE == 0 and own['throw_deck'] == 0: # own['requestAction'] = 'reg_idle4' # elif STANCE == 0 and own['throw_deck'] == 1: # own['requestAction'] = 'reg_idle4' # elif STANCE == 1 and own['throw_deck'] == 0: # own['requestAction'] = 'fak_idle4' # elif STANCE == 1 and own['throw_deck'] == 1: # own['requestAction'] = 'fak_idle4' # elif ran_num == 5: # killact(3) # if STANCE == 0 and own['throw_deck'] == 0: # own['requestAction'] = 'reg_idle5' # elif STANCE == 0 and own['throw_deck'] == 1: # own['requestAction'] = 'reg_idle5' # elif STANCE == 1 and own['throw_deck'] == 0: # own['requestAction'] = 'fak_idle5' # elif STANCE == 1 and own['throw_deck'] == 1: # own['requestAction'] = 'fak_idle5' # elif ran_num == 6: # killact(3) # if STANCE == 0 and own['throw_deck'] == 0: # own['requestAction'] = 'reg_idle6' # elif STANCE == 0 and own['throw_deck'] == 1: # own['requestAction'] = 'reg_idle6' # elif STANCE == 1 and own['throw_deck'] == 0: # own['requestAction'] = 'fak_idle6' # elif STANCE == 1 and own['throw_deck'] == 1: # own['requestAction'] = 'fak_idle6' # elif ran_num == 7: # killact(3) # if STANCE == 0 and own['throw_deck'] == 0: # own['requestAction'] = 'reg_idle7' # elif STANCE == 0 and own['throw_deck'] == 1: # own['requestAction'] = 'reg_idle7' # elif STANCE == 1 and own['throw_deck'] == 0: # own['requestAction'] = 'fak_idle6' # elif STANCE == 1 and own['throw_deck'] == 1: # own['requestAction'] = 'fak_idle6' # def reset_pos(): # #reset # if ddPad == 1: # spawn_pos = own['spawn_pos'] # spawn_rot = own['spawn_rot'] # spawn_cam_pos = own['spawn_cam_pos'] # spawn_cam_rot = own['spawn_cam_rot'] # try: # own.worldPosition = (spawn_pos[0], spawn_pos[1], (spawn_pos[2] + .1)) # own.worldOrientation = [[spawn_rot[0][0],spawn_rot[0][1],spawn_rot[0][2]], [spawn_rot[1][0],spawn_rot[1][1],spawn_rot[1][2]], [0.0, 0.0, 1.0]] # cam.worldPosition = (spawn_cam_pos[0], spawn_cam_pos[1], (spawn_cam_pos[2])) # cam.worldOrientation = [[spawn_cam_rot[0][0],spawn_cam_rot[0][1],spawn_cam_rot[0][2]], [spawn_cam_rot[1][0],spawn_cam_rot[1][1],spawn_cam_rot[1][2]], [0.0, 0.0, 1.0]] # except: # own.worldPosition = (5, 2, .1) # own.worldOrientation = [[1.0, 0.0, 0.0], [ 0.0, 1.0, 0.0], [0.0, 0.0, 1.0]] # own['stance'] = own['spawn_stance'] # if own["spawn_stance"] == 1: # own.setLinearVelocity([.1,0,0], 1) # else: # own.setLinearVelocity([-.1,0,0], 1) # if udPad == 1: # own['spawn_pos'] = [own.worldPosition[0], own.worldPosition[1], own.worldPosition[2]] # own['spawn_rot'] = [[own.worldOrientation[0][0],own.worldOrientation[0][1],own.worldOrientation[0][2]], [own.worldOrientation[1][0],own.worldOrientation[1][1],own.worldOrientation[1][2]], own.worldOrientation[2][2]] # own['spawn_cam_pos'] = [cam.worldPosition[0], cam.worldPosition[1], cam.worldPosition[2]] # own['spawn_cam_rot'] = [[cam.worldOrientation[0][0],cam.worldOrientation[0][1],cam.worldOrientation[0][2]], [cam.worldOrientation[1][0],cam.worldOrientation[1][1],cam.worldOrientation[1][2]], cam.worldOrientation[2][2]] # stance = own["stance"] # own["spawn_stance"] = stance # def falldeck(): # throw_deck_empty = scene.objects["throw_deck_empty"] # throw_deck_empty.worldPosition.y += .5 # throw_deck_empty.worldPosition.x += .5 # deckact = deck.actuators["Visibility"] # trucksact = trucks.actuators["Visibility"] # wheel1act = wheel1.actuators["Visibility"] # wheel2act = wheel2.actuators["Visibility"] # wheel3act = wheel3.actuators["Visibility"] # wheel4act = wheel4.actuators["Visibility"] # print('doing falldeck') # if own['throw_deck'] == False: # own['throw_deck'] = True # deckact.visibility = False # trucksact.visibility = False # wheel1act.visibility = False # wheel2act.visibility = False # wheel3act.visibility = False # wheel4act.visibility = False # act = throw_deck_empty.actuators['throw_dec_act'] # if STANCE == True: # act.linearVelocity = [0.0, 1.0, 1.0] # if STANCE == False: # act.linearVelocity = [0.0, 1.0, -1.0] # cont.activate(act) # print('running falldeck()') # else: # own['throw_deck'] = False # deckact.visibility = True # trucksact.visibility = True # wheel1act.visibility = True # wheel2act.visibility = True # wheel3act.visibility = True # wheel4act.visibility = True # throw_deck_empty['kill_deck'] = 1 # cont.activate(deck.actuators['Visibility']) # cont.activate(trucks.actuators['Visibility']) # cont.activate(wheel1.actuators['Visibility']) # cont.activate(wheel2.actuators['Visibility']) # cont.activate(wheel3.actuators['Visibility']) # cont.activate(wheel4.actuators['Visibility']) # def throwdeck(strength, ud): # throw_deck_empty = scene.objects["throw_deck_empty"] # deckact = deck.actuators["Visibility"] # trucksact = trucks.actuators["Visibility"] # wheel1act = wheel1.actuators["Visibility"] # wheel2act = wheel2.actuators["Visibility"] # wheel3act = wheel3.actuators["Visibility"] # wheel4act = wheel4.actuators["Visibility"] # if own['throw_deck'] == False: # own['throw_deck'] = True # deckact.visibility = False # trucksact.visibility = False # wheel1act.visibility = False # wheel2act.visibility = False # wheel3act.visibility = False # wheel4act.visibility = False # act = throw_deck_empty.actuators['throw_dec_act'] # hard = strength * .08 # if hard > 9: # hard = 9 # if hard < 1: # hard = 1 # ud = ud * 4 # own['bbut_timer'] = 0 # if STANCE == True: # own['requestAction'] = 'fak_throw' # act.linearVelocity = [0.0, ud, hard] # if STANCE == False: # own['requestAction'] = 'fak_throw' # act.linearVelocity = [0.0, ud, -hard] # cont.activate(act) # else: # own['throw_deck'] = False # deckact.visibility = True # trucksact.visibility = True # wheel1act.visibility = True # wheel2act.visibility = True # wheel3act.visibility = True # wheel4act.visibility = True # throw_deck_empty['kill_deck'] = 1 # cont.activate(deck.actuators['Visibility']) # cont.activate(trucks.actuators['Visibility']) # cont.activate(wheel1.actuators['Visibility']) # cont.activate(wheel2.actuators['Visibility']) # cont.activate(wheel3.actuators['Visibility']) # cont.activate(wheel4.actuators['Visibility']) # def throwdeck_trigger(): # lastb = own['lastb'] # throw_deck_empty = scene.objects["throw_deck_empty"] # if bBut == True: # own['bbut_timer'] += 1 # ud = (rUD * 10) +1 # if bBut == False: # throw_deck_empty['kill_deck'] = 0 # if bBut == False and own['lastb'] == True: # strength = own['bbut_timer'] # ud = (rUD * 10) +1 # throwdeck(strength, ud) # def focus_deck(): # since_air = own['framenum'] - own['lF_air_frame'] # if cb_td.positive and since_air < 10: # object = 'focus_deckA' # object2 = 'focus_deckB' # other = throw_deck_empty # throw_deck = scene.objects["throw_deck"] # throw_deck.endObject() # scene.addObject(object, other, 0) # scene.addObject(object2, other, 0) # if own['throw_deck'] == True: # if dict['ldPad'] == False and dict['last_ldPad'] == True: # object = 'focus_deckA' # object2 = 'focus_deckB' # other = throw_deck_empty # scene.addObject(object, other, 0) # scene.addObject(object2, other, 0) # def fall(): # if own['fall'] == True: # falldeck() # if STANCE == 1: # own['requestAction'] = 'fak_air-walk_air' # #own.setLinearVelocity([3,2,0], True) # else: # own['requestAction'] = 'reg_air-walk_air' # #own.setLinearVelocity([-3,-2,0], True) # own['fall'] = False # own.worldPosition.z += .3 # print('falling from walk.py') # def sit(): # #turn off sit # if lup == 1 or ldown == 1 or lUD > sens or lUD < -sens: # if own['sit'] == 1: # killact(300) # killact(299) # own['sit'] = 0 # if aBut == True and lasta == False: # try: # if 'sit' in r_ground.hitObject: # #print("sit") # own['sit'] = 1 # killact(3) # if STANCE == 0: # own['requestAction'] = 'reg_sit' # elif STANCE == 1: # own['requestAction'] = 'fak_sit' # except: # pass # if own['sit'] == 1: # try: # killact(3) # sit_vect = r_ground.hitObject.getAxisVect( [0, 1, 0]) # if STANCE == 0: # own.alignAxisToVect(-sit_vect, 0, .2) # own['requestAction'] = 'reg_sit' # elif STANCE == 1: # own['requestAction'] = 'fak_sit' # own.alignAxisToVect(sit_vect, 0, .2) # except: # pass # if r_ground.triggered == False: # cont.deactivate(own.actuators["walk_align"]) # else: # cont.activate(own.actuators["walk_align"]) # #walking on stairs # if r_ground.triggered: # try: # if 'stair' in r_ground.hitObject: # own['stair_counter'] = 20 # except: # pass # if own['stair_counter'] > 0: # own.linearVelocity.z += .1 # own['stair_counter'] -= 1 # if yBut == True: # own['walk_idling'] = 0 # own["walk_idle_frame"] = 0 # if own['stair_counter'] > 5 and r_ground.triggered == False: # own.applyForce([0,0,-200], True) # if deck.visible: # own['deckvis'] = 1 # else: # own['deckvis'] = 0 # if own['requestAction'] == 'empty' or own['requestAction'] == None: # if STANCE == 0: # own['requestAction'] = 'reg_idle1' # if STANCE == 1: # own['requestAction'] = 'fak_idle1' # def onground(): # if r_ground.positive: # own['lF_ground_frame'] = own['framenum'] # if 'grind' in r_ground.hitObject: # if own['framenum'] - own['last_fall_frame'] < 90: # #own.applyForce([0,100,0], True) # pass # #print('moving away from rail') # yvel = own.linearVelocity.y # yvel = yvel *.1 # if own.linearVelocity.y > .01 or own.linearVelocity.y < -.01 and own['stair_counter'] == 0: # if STANCE == 0: # own.applyRotation([0,0,-yvel], True) # else: # own.applyRotation([0,0,yvel], True) # else: # own.linearVelocity.y = 0 # else: # #print('in air') # if own['framenum'] - own['lF_ground_frame'] > 10: # if STANCE == 0: # own['requestAction'] = 'reg_walk_air' # else: # own['requestAction'] = 'fak_walk_air' # #if control bottom is touching ground object, turn ground on # if cb.positive: # if own['framenum'] - own['last_fall_frame'] < 90: # own['lF_ground_frame'] = own['framenum'] # def get_in_car(): # vehicleNear = cont.sensors["vehicleNear"] # #print('vh', vehicleNear.positive) # scene = bge.logic.getCurrentScene() # cam = scene.active_camera # #dict = bge.logic.globalDict # if vehicleNear.positive and 'car' in vehicleNear.hitObject: # obj = vehicleNear.hitObject # if yBut == True: # obj['driving'] = True # own['driving'] = True # cube.suspendDynamics(True) # cube.worldPosition = obj.worldPosition # cube.worldOrientation = obj.worldOrientation # rot = [ 0.0, 0.0, 1.570796327] # cube.applyRotation(rot,False) # compound = False # # child is solid # ghost = True # # set parent # cube.setParent( obj, compound, ghost) # #cam.target = obj # #cam.state = 2 # cont.actuators['Camera'].object = obj # cont.actuators['Camera'].height = 3 # cont.actuators['Camera'].min = 6 # cont.actuators['Camera'].max = 10 # own.state = 2 # #print('near car') # if dict['last_driving'] == True: # cont.actuators['Camera'].object = scene.objects['camCube'] # cont.activate(cont.actuators['walk']) # if own['driving'] == False: # #cont.actuators['Camera'].object = scene.objects['camCube'] # #cont.activate(cont.actuators['walk']) # dict['last_driving'] = False # def get_on_bike(dict, own): # #bikeCol = cont.sensors['bikeCol'] # vehicleNear = cont.sensors["vehicleNear"] # #print('vh', vehicleNear.positive) # scene = bge.logic.getCurrentScene() # #cam = scene.active_camera # #dict = bge.logic.globalDict # try: # if vehicleNear.positive and 'bike' in vehicleNear.hitObject: # if yBut == True and dict['last_yBut'] == False and own['throw_deck'] == True: # vehicleNear.hitObject.endObject() # dict['bike'] = True # cont.activate(own.actuators['bike_state']) # object = "player_bike" # # instantly add bullet # newbike = scene.addObject(object, own, 0) # #bike.localScale = 4.6 # newbike.setParent(cube, False, False) # #rot = [ 0.0, 0.0, 1.570796327] # #bike.applyRotation(rot,False) # except: # pass # if dict['driving_reset'] == True: # scene.resume() # cube.suspendDynamics(False) # cont.actuators['Camera'].object = camobj2 # cont.activate(own.actuators['walk']) # #dict['driving_reset'] = False # #print('reseting driving') # if own['walk_jump_timer'] != 0: # own['walk_jump_timer'] = own['walk_jump_timer'] - 1 # wts = own['walk_targ_speed'] +1 # if own['requestAction'] == 'reg_walkFast' and own.linearVelocity.x > (wts * -1): # own['requestAction'] = 'reg_walk' # if own['requestAction'] == 'fak_walkFast' and own.linearVelocity.x < wts: # own['requestAction'] = 'fak_walk' # if own['requestAction'] == 'reg_walkFast_nb' and own.linearVelocity.x > (wts * -1): # own['requestAction'] = 'reg_walk_nb' # if own['requestAction'] == 'fak_walkFast_nb' and own.linearVelocity.x < wts: # own['requestAction'] = 'fak_walk_nb' # if r_ground.triggered: # #force2 = [0.0, 0, dict['antibounce']] # #own.applyForce(force2, True) # gdist = ((own.worldPosition.z - r_ground.hitPosition[2])) # #print(gdist) # if gdist < .28 and gdist > .1: # #move = 2.875 - gdist # move = (.28 - gdist)*.5 # #move = (own.worldPosition.z + gdist) # if move > 0: # own.worldPosition.z = own.worldPosition.z + move # else: # own.worldPosition.z = own.worldPosition.z - move # own.linearVelocity.z = 0 # jump() # #dropin() # throwdeck_trigger() # nextframe() # checkidle() # reset_pos() # #switchcam() # #move_flycam() # #move_followcam() # fall() # idle_anim() # sit() # onground() # getonboard(dict, cont) # onboard() # focus_deck() # get_in_car() # get_on_bike(dict, own) # #printplaying() # own.alignAxisToVect([0.0,0.0,1.0], 2, .03) # #own.actuators["sroll"].stopSound() # camobj['sndmgr'].stop_sound(['roll']) # wheel1 = scene.objects["wheel1"] # wheel2 = scene.objects["wheel2"] # wheel3 = scene.objects["wheel3"] # wheel4 = scene.objects["wheel4"] # wheel1.stopAction(2) # wheel2.stopAction(2) # wheel3.stopAction(2) # wheel4.stopAction(2) # own['lasty'] = yBut # own['lastb'] = bBut # own['lasta'] = aBut # own['lastx'] = xBut # own['lastlts'] = ltsBut # own['lastrts'] = rtsBut # own['lastbkBut'] = bkBut # own['dropinCol'] = dropinCol # own['walk'] = 1 # dict['walk'] = 1 #