How to use the melee.enums function in melee

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github altf4 / libmelee / melee / gamestate.py View on Github external
self.player[player_int].character = enums.Character(temp)
            except ValueError:
                self.player[player_int].character = enums.Character.UNKNOWN_CHARACTER
            return False
        if label == "cursor_x":
            self.player[player_int].cursor_x = unpack('> 8
            self.player[player_int].action_counter = temp
            return False
        if label == "action_frame":
            temp = unpack('
github altf4 / libmelee / melee / techskill.py View on Github external
def multishine(ai_state, controller):
    #If standing, shine
    if ai_state.action == enums.Action.STANDING:
        controller.press_button(enums.Button.BUTTON_B)
        controller.tilt_analog(enums.Button.BUTTON_MAIN, .5, 0)
        return

    #Shine on frame 3 of knee bend, else nothing
    if ai_state.action == enums.Action.KNEE_BEND:
        if ai_state.action_frame == 3:
            controller.press_button(enums.Button.BUTTON_B)
            controller.tilt_analog(enums.Button.BUTTON_MAIN, .5, 0)
            return
        else:
            controller.empty_input()
            return

    isInShineStart = (ai_state.action == enums.Action.DOWN_B_STUN or
            ai_state.action == enums.Action.DOWN_B_GROUND_START)
github altf4 / libmelee / melee / characterdata.py View on Github external
def __init__(self):
        #read the character data
        self.data = dict()
        path = os.path.dirname(os.path.realpath(__file__))
        with open(path + "/characterdata.csv") as csvfile:
            reader = csv.DictReader(csvfile)
            for line in reader:
                del line["Character"]
                #Convert all fields to numbers
                for key, value in line.items():
                    line[key] = float(value)
                self.data[enums.Character(line["CharacterIndex"])] = line
github altf4 / libmelee / melee / gamestate.py View on Github external
self.player[player_int].stock = self.player[player_int].stock >> 24
            return False
        if label == "facing":
            self.player[player_int].facing = unpack('> 31)
            return False
        if label == "x":
            self.player[player_int].next_x = unpack('> 24
            try:
                self.player[player_int].character = enums.Character(temp)
            except ValueError:
                self.player[player_int].character = enums.Character.UNKNOWN_CHARACTER
            return False
        if label == "cursor_x":
            self.player[player_int].cursor_x = unpack('
github altf4 / libmelee / melee / menuhelper.py View on Github external
#release start in addition to anything else
    controller.release_button(enums.Button.BUTTON_START)

    #If we're in the right area, select the character
    if isOverCharacter:
        #If we're over the character, but it isn't selected,
        #   then the coin must be somewhere else.
        #   Press B to reclaim the coin
        controller.tilt_analog(enums.Button.BUTTON_MAIN, .5, .5)
        if (ai_state.character != character) and (ai_state.coin_down):
            controller.press_button(enums.Button.BUTTON_B)
            return
        #Press A to select our character
        else:
            if controller.prev.button[enums.Button.BUTTON_A] == False:
                controller.press_button(enums.Button.BUTTON_A)
                return
            else:
                controller.release_button(enums.Button.BUTTON_A)
                return
    else:
        #Move in
        controller.release_button(enums.Button.BUTTON_A)
        #Move up if we're too low
        if ai_state.cursor_y < target_y - wiggleroom:
            controller.tilt_analog(enums.Button.BUTTON_MAIN, .5, 1)
            return
        #Move down if we're too high
        if ai_state.cursor_y > target_y + wiggleroom:
            controller.tilt_analog(enums.Button.BUTTON_MAIN, .5, 0)
            return
        #Move right if we're too left