import bge import actionsFSMlist dict = bge.logic.globalDict def actionPlayer(ac): scene = bge.logic.getCurrentScene() skater = dict['p1'] deck = dict['p1d'] a = getattr(actionsFSMlist.reg_walk, 'name') name = getattr(ac, 'name') dname = getattr(ac, 'dname') start = getattr(ac, 'start') end = getattr(ac, 'end') dstart = getattr(ac, 'dstart') dend = getattr(ac, 'dend') layer = getattr(ac, 'layer') mode = getattr(ac, 'mode') speed = getattr(ac, 'speed') blendin = getattr(ac, 'blendin') #-------------------------------- skater.playAction(name, start,end, layer=layer, play_mode=mode, speed=speed, blendin=blendin) deck.playAction(dname, dstart,dend, layer=layer, play_mode=mode, speed=speed, blendin=blendin) #print('playing', name) def get_frame(ac): skater = dict['p1'] layer = getattr(ac, 'layer') print('getting frame', skater.getActionFrame(layer)) return skater.getActionFrame(layer) def set_frame(ac, frame): skater = dict['p1'] deck = dict['p1d'] layer = getattr(ac, 'layer') skater.setActionFrame(frame, layer) deck.setActionFrame(frame, layer) print('setting frame', frame) def check_exit(aState, rA, timer, ac): exits = getattr(ac, 'exits') force = getattr(ac, 'force_exit') fe = getattr(ac, 'fef') if rA in exits: return rA else: return aState if force != None and fe >= timer: return force def state_timer(own): if own['aState'] == own['l_aState']: own['stateTimer'] += 1 else: own['stateTimer'] = 0 def main(cont): own = cont.owner dict = bge.logic.globalDict #initial state if 'aState' not in own: own['aState'] = 'reg_idle' own['l_aState'] = None own['stateTimer'] = 0 og_state = own['aState'] aState = own['aState'] rA = own['requestAction'] timer = own['stateTimer'] newState = own['aState'] #----------------------- check_state = 'reg_idle' if aState == check_state: cl = getattr(actionsFSMlist, check_state) actionPlayer(cl) newState = check_exit(aState, rA, timer, cl) check_state = 'reg_idle2' if aState == check_state: cl = getattr(actionsFSMlist, check_state) actionPlayer(cl) newState = check_exit(aState, rA, timer, cl) check_state = 'reg_idle3' if aState == check_state: cl = getattr(actionsFSMlist, check_state) actionPlayer(cl) newState = check_exit(aState, rA, timer, cl) check_state = 'reg_idle4' if aState == check_state: cl = getattr(actionsFSMlist, check_state) actionPlayer(cl) newState = check_exit(aState, rA, timer, cl) check_state = 'reg_idle5' if aState == check_state: cl = getattr(actionsFSMlist, check_state) actionPlayer(cl) newState = check_exit(aState, rA, timer, cl) check_state = 'reg_jump' if aState == check_state: cl = getattr(actionsFSMlist, check_state) actionPlayer(cl) if own['stateTimer'] > getattr(cl, 'fef'): nl = getattr(cl, 'force_exit') na = getattr(actionsFSMlist, nl) newState = check_exit(aState, rA, timer, cl) check_state = 'reg_walk_air' if aState == check_state: cl = getattr(actionsFSMlist, check_state) actionPlayer(cl) if aState != rA: newState = 'reg_walk_air_out' check_state = 'reg_walk_air_out' if aState == check_state: cl = getattr(actionsFSMlist, check_state) actionPlayer(cl) print(own['stateTimer'], getattr(cl, 'fef')) if own['stateTimer'] > getattr(cl, 'fef'): #newState = check_exit(aState, rA, timer, actionsFSMlist.reg_idle) newState = getattr(cl, 'force_exit') check_state = 'reg_sit' if aState == check_state: cl = getattr(actionsFSMlist, check_state) if own['stateTimer'] < 19: actionPlayer(actionsFSMlist.reg_sit_in) else: actionPlayer(cl) newState = check_exit(aState, rA, timer, actionsFSMlist.reg_sit) #----------------------- check_state = 'reg_walk' if aState == check_state: cl = getattr(actionsFSMlist, check_state) if own['l_aState'] == 'reg_walkFast': print('--------------------doing last frame') frame = get_frame(actionsFSMlist.reg_walkFast) actionPlayer(cl) set_frame(actionsFSMlist.reg_walk, frame) else: frame = actionPlayer(cl) newState = check_exit(aState, rA, timer, cl) #----------------------- check_state = 'reg_walkFast' if aState == check_state: cl = getattr(actionsFSMlist, check_state) newState = check_exit(aState, rA, timer, actionsFSMlist.reg_walkFast) if own['l_aState'] == 'reg_walk': print('--------------------doing last framebbbb') frame = get_frame(actionsFSMlist.reg_walk) actionPlayer(cl) set_frame(actionsFSMlist.reg_walkFast, frame) else: actionPlayer(cl) #print(frame) check_state = 'reg_onboard' if aState == check_state: cl = getattr(actionsFSMlist, check_state) actionPlayer(cl) if own['stateTimer'] > 10: newState = check_exit(aState, rA, timer, actionsFSMlist.reg_onboard) check_state = 'reg_offboard' if aState == check_state: cl = getattr(actionsFSMlist, check_state) actionPlayer(cl) if own['stateTimer'] > 20: newState = check_exit(aState, rA, timer, actionsFSMlist.reg_offboard) check_state = 'reg_roll' if aState == check_state: cl = getattr(actionsFSMlist, check_state) actionPlayer(cl) newState = check_exit(aState, rA, timer, cl) check_state = 'reg_turnLeft' if aState == check_state: cl = getattr(actionsFSMlist, check_state) actionPlayer(cl) newState = check_exit(aState, rA, timer, cl) check_state = 'reg_turnRight' if aState == check_state: cl = getattr(actionsFSMlist, check_state) actionPlayer(cl) newState = check_exit(aState, rA, timer, cl) check_state = 'reg_opos' if aState == check_state: cl = getattr(actionsFSMlist, check_state) actionPlayer(cl) newState = check_exit(aState, rA, timer, cl) check_state = 'reg_nopos' if aState == check_state: cl = getattr(actionsFSMlist, check_state) actionPlayer(cl) newState = check_exit(aState, rA, timer, cl) check_state = 'reg_pump' if aState == check_state: cl = getattr(actionsFSMlist, check_state) actionPlayer(cl) newState = check_exit(aState, rA, timer, cl) check_state = 'reg_push' if aState == check_state: cl = getattr(actionsFSMlist, check_state) actionPlayer(cl) if own['stateTimer'] > 70: newState = 'reg_roll' check_state = 'reg_push_goof' if aState == check_state: cl = getattr(actionsFSMlist, check_state) actionPlayer(cl) if own['stateTimer'] > 70: newState = 'reg_roll' check_state = 'reg_powerslide' if aState == check_state: cl = getattr(actionsFSMlist, check_state) if own['stateTimer'] < 20: actionPlayer(actionsFSMlist.reg_powerslide_in) else: actionPlayer(cl) newState = check_exit(aState, rA, timer, actionsFSMlist.reg_powerslide) check_state = 'reg_fs_powerslide' if aState == check_state: cl = getattr(actionsFSMlist, check_state) if own['stateTimer'] < 20: actionPlayer(actionsFSMlist.reg_fs_powerslide_in) else: actionPlayer(cl) newState = check_exit(aState, rA, timer, actionsFSMlist.reg_fs_powerslide) check_state = 'reg_manual' if aState == check_state: cl = getattr(actionsFSMlist, check_state) actionPlayer(cl) newState = check_exit(aState, rA, timer, cl) check_state = 'reg_nmanual' if aState == check_state: cl = getattr(actionsFSMlist, check_state) actionPlayer(cl) newState = check_exit(aState, rA, timer, cl) #----------------------- #own['aState'] = aState if newState != '': own['aState'] = newState #print(own['l_aState'], '----l_aState', own['aState']) own['l_aState'] = og_state print(own['l_aState'], '----l_aState', own['aState'], 'rA', rA) state_timer(own)