def _state_specific(self): ticks = pygame.time.get_ticks() common.add_to_array(self.times, ticks / 1000.0) self.update_player_motion_disabled_period(self.player1, ticks) self.update_player_motion_disabled_period(self.player2, ticks) if self.player1.dead or self.player2.dead: self.state_running = False
def handle_state(self, times, other): common.add_to_array(self.cm_array, self.center_of_mass) common.add_to_array(self.ap_array, self.action_point) common.add_to_array(self.height_array, imcompare.find_contour_height(self.contour)) if len(times) == common.ARRAY_LEN: xAP, yAP, vAP, vH, h = imcompare.get_motion_params(self.cm_array, self.ap_array, self.height_array, times) state = imcompare.get_current_state(xAP, yAP, vAP, vH, h, self.move_state, self.crouch_height, self.hit_distance, self.hit_speed, self.high_hit_height) if self.move_state != state: self.previous_move_states += '-' + state self.make_move(other) self.move_state = state