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@@ -9,6 +9,7 @@ import GameLogic
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import ctypes
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#import bpy
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import random
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+import math
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#build global dict (move this to separate script that runs once)
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scene = bge.logic.getCurrentScene()
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@@ -617,40 +618,62 @@ def getonboard():
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own['throw_deck'] = False
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619
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throw_deck_empty = scene.objects["throw_deck_empty"]
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619
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620
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throw_deck_empty['kill_deck'] = 1
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620
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- fliplay3 = fliplay2 + 1
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621
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- if STANCE == 0 and dropinCol.positive == True:
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- cont.deactivate(skater.actuators['aRest'])
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623
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- cont.deactivate(skater.actuators['aRest_fak'])
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624
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- killact(4)
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625
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- killact(5)
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- killact(6)
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- killact(7)
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628
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- own['requestAction'] ='reg_dropin_pos'
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629
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- own['dropinTimer'] = 60
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630
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-# skater.playAction("nreg_dropin", 50,60, layer=fliplay2, priority=0, play_mode=1, speed=.5)
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-# deck.playAction("a_reg_dropin", 50,60, layer=fliplay2, priority=0, play_mode=1, speed=.5)
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-# trucks.playAction("a_reg_dropin", 50,60, layer=fliplay2, priority=0, play_mode=1, speed=.5)
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-# if lasty == False:
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-# skater.playAction("nreg_dropin", 30,50, layer=fliplay3, priority=0, play_mode=0, speed=.75)
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-# deck.playAction("a_reg_dropin", 30,50, layer=fliplay3, priority=0, play_mode=0, speed=.75)
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-# trucks.playAction("a_reg_dropin", 30,50, layer=fliplay3, priority=0, play_mode=0, speed=.75)
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-
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- if STANCE == 1 and dropinCol.positive == True:
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- cont.deactivate(skater.actuators['aRest'])
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- cont.deactivate(skater.actuators['aRest_fak'])
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- killact(4)
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- killact(5)
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- killact(6)
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- killact(7)
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- own['requestAction'] ='fak_dropin_pos'
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- own['dropinTimer'] = 60
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-# skater.playAction("nfak_dropin", 50,60, layer=fliplay2, priority=0, play_mode=1, speed=.5)
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-# deck.playAction("a_fak_dropin", 50,60, layer=fliplay2, priority=0, play_mode=1, speed=.5)
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-# trucks.playAction("a_fak_dropin", 50,60, layer=fliplay2, priority=0, play_mode=1, speed=.5)
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-# if lasty == False:
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-# skater.playAction("nfak_dropin", 30,50, layer=fliplay3, priority=0, play_mode=0, speed=.75)
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-# deck.playAction("a_fak_dropin", 30,50, layer=fliplay3, priority=0, play_mode=0, speed=.75)
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-# trucks.playAction("a_fak_dropin", 30,50, layer=fliplay3, priority=0, play_mode=0, speed=.75)
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+ fliplay3 = fliplay2 + 1
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+ if dropinCol.positive == True:
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+
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+# nearestObject = None
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+# grindEmpty = scene.objects['grindEmpty']
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+# grindDar = grindEmpty.sensors['grindDar2']
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+# minDist = None
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+# if grindDar.positive:
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+# detectedObjects = grindDar.hitObjectList
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+# dist = 0
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+# for obj in detectedObjects:
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+# dist = own.getDistanceTo(obj)
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+# if (minDist is None or dist < minDist):
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+# nearestObject = obj
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+# minDist = dist
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+# if nearestObject != None:
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+# print(nearestObject)
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+# obj = nearestObject
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+# player_e = own.worldOrientation.to_euler()
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+# player_pos = own.worldPosition
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+# player_rotz = math.degrees(player_e[2])
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+# grinder_e = obj.worldOrientation.to_euler()
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+# grinder_rotz = math.degrees(grinder_e[2])
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+# rot = player_rotz - grinder_rotz
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+#
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+#
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+# grinder_pos = obj.worldPosition
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+# worldVect = [1, 0, 0]
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+# vect = obj.getAxisVect(worldVect)
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+# go = obj.worldOrientation
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+# grinder_axis = [1,0,0]
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+# try:
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+# delta = player_pos - grinder_pos
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+#
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+# delta = delta.cross(vect)
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+# if delta[2] >= 0:
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+# grindside = "right"
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658
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+# else:
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659
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+# grindside = "left"
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660
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+# deltamove = delta[2] * .1#.25
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+# move = [0, deltamove, 0]
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+# print("1deltamove", deltamove)
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+# own.applyMovement(move, True)
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+# except:
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+# print("delta broke: ", player_pos, grinder_pos)
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+# #pass
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+
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+ if STANCE == 0:
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+ own['requestAction'] ='reg_dropin_pos'
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+ own['dropinTimer'] = 60
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+
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+ if STANCE == 1:
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+
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+ own['requestAction'] ='fak_dropin_pos'
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675
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+ own['dropinTimer'] = 60
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+
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if getonboard == 1:
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fliplay3 = 6000
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onboard_speed = .1
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