How to use the melee.enums.Action.UNKNOWN_ANIMATION function in melee

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github altf4 / libmelee / melee / gamestate.py View on Github external
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 / gamestate.py View on Github external
try:
            data = self.sock.recvfrom(9096)[0].decode('utf-8').splitlines()
        except socket.timeout:
            return None
        # Strip the null terminator, pad with zeros, then convert to bytes
        return data[0], binascii.unhexlify(data[1].strip('\x00').zfill(8))

"""Represents the state of a single player"""
class PlayerState:
    character = enums.Character.UNKNOWN_CHARACTER
    x = 0
    y = 0
    percent = 0
    stock = 0
    facing = True
    action = enums.Action.UNKNOWN_ANIMATION
    action_counter = 0
    action_frame = 0
    invulnerable = False
    invulnerability_left = 0
    hitlag_frames_left = 0
    hitstun_frames_left = 0
    charging_smash = 0
    jumps_left = 0
    on_ground = True
    speed_air_x_self = 0
    speed_y_self = 0
    speed_x_attack = 0
    speed_y_attack = 0
    speed_ground_x_self = 0
    cursor_x = 0
    cursor_y = 0
github altf4 / libmelee / melee / framedata.py View on Github external
def isbmove(self, character, action):
        # If we're missing it, don't call it a B move
        if action == Action.UNKNOWN_ANIMATION:
            return False

        # Don't consider peach float to be a B move
        #   But the rest of her float aerials ARE
        if character == Character.PEACH and action in [Action.LASER_GUN_PULL, \
                Action.NEUTRAL_B_CHARGING, Action.NEUTRAL_B_ATTACKING]:
            return False
        # Peach smashes also shouldn't be B moves
        if character == Character.PEACH and action in [Action.SWORD_DANCE_2_MID, Action.SWORD_DANCE_1, \
                Action.SWORD_DANCE_2_HIGH]:
            return False

        if Action.LASER_GUN_PULL.value <= action.value:
            return True

        return False
github altf4 / libmelee / melee / gamestate.py View on Github external
hitbox_4_status = False
    hitbox_1_x = 0
    hitbox_1_y = 0
    hitbox_2_x = 0
    hitbox_2_y = 0
    hitbox_3_x = 0
    hitbox_3_y = 0
    hitbox_4_x = 0
    hitbox_4_y = 0
    # For internal use only, ignore these
    next_x = 0
    next_y = 0
    prev_x = 0
    prev_x = 0
    # Start from a standing state
    prev_action = Action.UNKNOWN_ANIMATION

    """Produces a list representation of the player's state"""
    def tolist(self):
        thelist = []
        thelist.append(self.x)
        thelist.append(self.y)
        thelist.append(self.percent)
        thelist.append(self.stock)
        thelist.append(int(self.facing))
        thelist.append(self.action.value)
        #We're... gonna leave this one out for now since it's a bit irrelevant
        #thelist.append(self.action_counter)
        thelist.append(self.action_frame)
        thelist.append(int(self.invulnerable))
        thelist.append(self.hitlag_frames_left)
        thelist.append(self.hitstun_frames_left)