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()
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()
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()
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()
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()
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()