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- 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)
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- #-----------------------
- #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)
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