コード例 #1
0
 def jump(self):
     self.fsmLock.acquire()
     try:
         animInfo = ItemGlobals.getJumpAnimInfo(self.av.getCurrentWeapon())
         if self.state == 'Idle':
             startFrame = animInfo[1]
             endFrame = animInfo[3]
             if self.idleJumpIval:
                 self.idleJumpIval.finish()
             self.idleJumpIval = self.av.actorInterval(
                 animInfo[0],
                 startFrame=startFrame,
                 endFrame=endFrame,
                 playRate=1.5,
                 blendInT=0.0,
                 blendOutT=self.BLENDAMT * 0.5)
             self.idleJumpIval.start()
         else:
             startFrame = animInfo[2]
             endFrame = animInfo[3]
             self.av.play(animInfo[0],
                          fromFrame=startFrame,
                          toFrame=endFrame,
                          blendInT=self.BLENDAMT * 0.5,
                          blendOutT=self.BLENDAMT * 0.5)
     finally:
         self.fsmLock.release()
コード例 #2
0
 def landRun(self):
     self.fsmLock.acquire()
     try:
         if not self.landRunIval:
             animInfo = ItemGlobals.getJumpAnimInfo(self.av.getCurrentWeapon())
             startFrame = animInfo[3] + 1
             endFrame = startFrame + 5
             self.landRunIval = self.av.actorInterval(animInfo[0], startFrame=startFrame, endFrame=endFrame, blendInT=0.0, blendOutT=0.15)
         self.landRunIval.start()
     finally:
         self.fsmLock.release()
コード例 #3
0
 def land(self):
     self.fsmLock.acquire()
     try:
         animInfo = ItemGlobals.getJumpAnimInfo(self.av.getCurrentWeapon())
         if self.landIval:
             self.landIval.finish()
         startFrame = animInfo[3]
         endFrame = animInfo[4]
         self.landIval = self.av.actorInterval(animInfo[0], startFrame=startFrame, endFrame=endFrame, blendInT=0.0, blendOutT=self.BLENDAMT * 0.5)
         self.landIval.start()
     finally:
         self.fsmLock.release()
コード例 #4
0
    def landRun(self):
        self.fsmLock.acquire()

        try:
            if not self.landRunIval:
                animInfo = ItemGlobals.getJumpAnimInfo(self.av.getCurrentWeapon())
                startFrame = animInfo[3] + 1
                endFrame = startFrame + 5
                self.landRunIval = self.av.actorInterval(animInfo[0], startFrame = startFrame, endFrame = endFrame, blendInT = 0.0, blendOutT = 0.14999999999999999)

            self.landRunIval.start()
        finally:
            self.fsmLock.release()
コード例 #5
0
    def land(self):
        self.fsmLock.acquire()

        try:
            animInfo = ItemGlobals.getJumpAnimInfo(self.av.getCurrentWeapon())
            if self.landIval:
                self.landIval.finish()

            startFrame = animInfo[3]
            endFrame = animInfo[4]
            self.landIval = self.av.actorInterval(animInfo[0], startFrame = startFrame, endFrame = endFrame, blendInT = 0.0, blendOutT = self.BLENDAMT * 0.5)
            self.landIval.start()
        finally:
            self.fsmLock.release()
コード例 #6
0
    def jump(self):
        self.fsmLock.acquire()

        try:
            animInfo = ItemGlobals.getJumpAnimInfo(self.av.getCurrentWeapon())
            if self.state == 'Idle':
                startFrame = animInfo[1]
                endFrame = animInfo[3]
                if self.idleJumpIval:
                    self.idleJumpIval.finish()

                self.idleJumpIval = self.av.actorInterval(animInfo[0], startFrame = startFrame, endFrame = endFrame, playRate = 1.5, blendInT = 0.0, blendOutT = self.BLENDAMT * 0.5)
                self.idleJumpIval.start()
            else:
                startFrame = animInfo[2]
                endFrame = animInfo[3]
                self.av.play(animInfo[0], fromFrame = startFrame, toFrame = endFrame, blendInT = self.BLENDAMT * 0.5, blendOutT = self.BLENDAMT * 0.5)
        finally:
            self.fsmLock.release()