def idleState(self):
	# stop movement
	self.stopMovement()

	# play wait animation
	if (self.heartContainer.isLow):
		self.rig.playHeavyWait()
	else:
		self.rig.playWait()

	# get forward force
	forward_force = self.getForwardForce()

	# If use object
	if (self.objectManager.useObject()):
		return

	# If detect enemy damage
	if (self.tester.detectEnemyDamage()):
		start_hitState(self)
		return

	# If statetime is finish can do action
	if (self.playStateTime(1.0)):
		# If detect chest
		if ( self.tester.detectChest() ):
			if ( self.gamepad.isActionPressed() ):
				start_openChestState(self)
		# If detect bloc
		if (self.tester.detectBloc()):
			if (self.gamepad.isActionPressed()):
				start_waitPushState(self)
				return

		# If detect ledge ground from ground
		if (self.tester.detectLedgeGroundFromGround()):
			if (self.gamepad.isActionPressed()):
				# go to climb
				start_climbLedgeState(self)
				return

		# If detect pckable object
		if ( self.tester.detectObjectToPickUp() and self.pickManager.active == False ):
			if (self.gamepad.isActionPressed() ):
				start_pickObjectState(self)
				return

		# test if detect placard
		if (self.tester.detectInteractivePlacard()):
			if ( self.gamepad.isActionPressed(JUST_ACTIVATED) ):
				start_interactionState(self)
				return

	if (self.pickManager.active == True):
		# if action pressed
		if ( self.gamepad.isAttackPressed(JUST_ACTIVATED) ):
			start_throwObjectState(self)
			return

	# test if can target a object
	if ( self.targetManager.zTarget() ):#canTargetObject()
		self.switchState(PlayerState.IDLE_TARGET_STATE)
		return

	# if move go to walk animation
	if (forward_force != 0):
		if (self.targetManager.active):
			self.switchState(PlayerState.STRAFE_STATE)
		else:
			self.switchState(PlayerState.WALK_STATE)
	# other action
	else:
		# if detect key for look
		if ( self.gamepad.isLookPressed() ):
			# go to look state
			start_firstLookView(self)

		# detect ladder
		elif (self.tester.detectLadder()):
			# change hud action text
			#self.playerHUD().changeActionText('Monter')
			if ( self.gamepad.isActionPressed() ):
				# go to ladder state
				start_ladderState(self)

		# detect a door
		elif (self.tester.detectDoor()):
			if ( self.gamepad.isActionPressed() ):
				# g oto ladder state
				start_openDoorState(self)

		# go to get armed
		elif (self.gamepad.isAttackPressed() and self.fightManager.canUseSword()):
			if (self.fightManager.isUnsheated() ):
				start_basicSwordAttack1State(self)
			else:
				self.unsheat(True)
		# range sword an shield
		if ( self.fightManager.isUnsheated() ):
			if ( self.gamepad.isActionPressed() ):
				self.unsheat(False)
Beispiel #2
0
def idleState(self):
    # stop movement
    self.stopMovement()

    # play wait animation
    if (self.heartContainer.isLow):
        self.rig.playHeavyWait()
    else:
        self.rig.playWait()

    # get forward force
    forward_force = self.getForwardForce()

    # If use object
    if (self.objectManager.useObject()):
        return

    # If detect enemy damage
    if (self.tester.detectEnemyDamage()):
        start_hitState(self)
        return

    # If statetime is finish can do action
    if (self.playStateTime(1.0)):
        # If detect chest
        if (self.tester.detectChest()):
            if (self.gamepad.isActionPressed()):
                start_openChestState(self)
        # If detect bloc
        if (self.tester.detectBloc()):
            if (self.gamepad.isActionPressed()):
                start_waitPushState(self)
                return

        # If detect ledge ground from ground
        if (self.tester.detectLedgeGroundFromGround()):
            if (self.gamepad.isActionPressed()):
                # go to climb
                start_climbLedgeState(self)
                return

        # If detect pckable object
        if (self.tester.detectObjectToPickUp()
                and self.pickManager.active == False):
            if (self.gamepad.isActionPressed()):
                start_pickObjectState(self)
                return

        # test if detect placard
        if (self.tester.detectInteractivePlacard()):
            if (self.gamepad.isActionPressed(JUST_ACTIVATED)):
                start_interactionState(self)
                return

    if (self.pickManager.active == True):
        # if action pressed
        if (self.gamepad.isAttackPressed(JUST_ACTIVATED)):
            start_throwObjectState(self)
            return

    # test if can target a object
    if (self.targetManager.zTarget()):  #canTargetObject()
        self.switchState(PlayerState.IDLE_TARGET_STATE)
        return

    # if move go to walk animation
    if (forward_force != 0):
        if (self.targetManager.active):
            self.switchState(PlayerState.STRAFE_STATE)
        else:
            self.switchState(PlayerState.WALK_STATE)
    # other action
    else:
        # if detect key for look
        if (self.gamepad.isLookPressed()):
            # go to look state
            start_firstLookView(self)

        # detect ladder
        elif (self.tester.detectLadder()):
            # change hud action text
            #self.playerHUD().changeActionText('Monter')
            if (self.gamepad.isActionPressed()):
                # go to ladder state
                start_ladderState(self)

        # detect a door
        elif (self.tester.detectDoor()):
            if (self.gamepad.isActionPressed()):
                # g oto ladder state
                start_openDoorState(self)

        # go to get armed
        elif (self.gamepad.isAttackPressed()
              and self.fightManager.canUseSword()):
            if (self.fightManager.isUnsheated()):
                start_basicSwordAttack1State(self)
            else:
                self.unsheat(True)
        # range sword an shield
        if (self.fightManager.isUnsheated()):
            if (self.gamepad.isActionPressed()):
                self.unsheat(False)
Beispiel #3
0
def idleState(self):
	# stop movement
	self.stopMovement()

	# play wait animation
	self.rig.playWait()

	# get forward force
	forward_force = self.getForwardForce()

	if (self.onPick == True):
		# if action pressed
		if ( self.gamepad.isAttackPressed() ):
			start_throwObjectState(self)
			return
		else:
			self.rig.playPick()

	# If detect enemy damage
	if (self.tester.detectEnemyDamage()):
		start_hitState(self)
		return

	# If detect ledge ground from ground
	if (self.tester.detectLedgeGroundFromGround()):
		if (self.gamepad.isActionPressed()):
			# go to climb
			start_climbGroundState(self)
			return

	# If detect pckable object
	if ( self.tester.detectObjectToPickUp() and self.onPick == False ):
		if (self.gamepad.isActionPressed() ):
			start_pickObjectState(self)
			return

	# test if detect placard
	if (self.tester.detectInteractivePlacard()):
		if ( self.gamepad.isActionPressed() ):
			start_interactionState(self)
			return

	# test if can target a object
	if ( self.targetManager.canTargetObject() ):
		self.switchState(PlayerState.IDLE_TARGET_STATE)
		return

	# if move go to walk animation
	if (forward_force != 0):
		if (self.targetManager.active):
			self.switchState(PlayerState.STRAFE_STATE)
		else:
			self.switchState(PlayerState.WALK_STATE)
	# other action
	else:
		# if detect key for look
		if ( self.gamepad.isLookPressed() ):
			# go to look state
			start_firstLookView(self)
		# detect lader
		elif (self.tester.detectLadder()):
			# change hud action text
			#self.playerHUD().changeActionText('Monter')
			if ( self.gamepad.isActionPressed() ):
				# go to ladder state
				start_ladderState(self)
		# detect a door
		elif (self.tester.detectDoor()):
			if ( self.gamepad.isActionPressed() ):
				# g oto ladder state
				start_openDoorState(self)
		# go to get armed
		elif (self.gamepad.isAttackPressed()):
			if (self.armed == False):
				# play get armed animation
				#self.rig.playGetArmed()
				# set to armed
				self.activeArmedMode()
			else:
				start_basicSwordAttack1State(self)
		# range sword an shield
		if (self.armed == True):
			if ( self.gamepad.isActionPressed() ):
				self.deactiveArmedMode()