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controller.release_button(enums.Button.BUTTON_A)
controller.tilt_analog(enums.Button.BUTTON_MAIN, .5, 1)
return
#Move downn if we're too high
if gamestate.stage_select_cursor_y > target_y + wiggleroom:
controller.release_button(enums.Button.BUTTON_A)
controller.tilt_analog(enums.Button.BUTTON_MAIN, .5, 0)
return
#Move right if we're too left
if gamestate.stage_select_cursor_x < target_x - wiggleroom:
controller.release_button(enums.Button.BUTTON_A)
controller.tilt_analog(enums.Button.BUTTON_MAIN, 1, .5)
return
#Move left if we're too right
if gamestate.stage_select_cursor_x > target_x + wiggleroom:
controller.release_button(enums.Button.BUTTON_A)
controller.tilt_analog(enums.Button.BUTTON_MAIN, 0, .5)
return
#If we get in the right area, press A
controller.press_button(enums.Button.BUTTON_A)
controller.release_button(enums.Button.BUTTON_A)
controller.tilt_analog(enums.Button.BUTTON_MAIN, .5, 0)
return
#Move right if we're too left
if gamestate.stage_select_cursor_x < target_x - wiggleroom:
controller.release_button(enums.Button.BUTTON_A)
controller.tilt_analog(enums.Button.BUTTON_MAIN, 1, .5)
return
#Move left if we're too right
if gamestate.stage_select_cursor_x > target_x + wiggleroom:
controller.release_button(enums.Button.BUTTON_A)
controller.tilt_analog(enums.Button.BUTTON_MAIN, 0, .5)
return
#If we get in the right area, press A
controller.press_button(enums.Button.BUTTON_A)
command += "RELEASE X" + "\n"
command += "RELEASE Y" + "\n"
command += "RELEASE Z" + "\n"
command += "RELEASE L" + "\n"
command += "RELEASE R" + "\n"
command += "RELEASE START" + "\n"
command += "RELEASE D_UP" + "\n"
command += "RELEASE D_DOWN" + "\n"
command += "RELEASE D_LEFT" + "\n"
command += "RELEASE D_RIGHT" + "\n"
command += "SET MAIN .5 .5" + "\n"
command += "SET C .5 .5" + "\n"
command += "SET L 0" + "\n"
command += "SET R 0" + "\n"
#Set the internal state back to neutral
self.current.button[enums.Button.BUTTON_A] = False
self.current.button[enums.Button.BUTTON_B] = False
self.current.button[enums.Button.BUTTON_X] = False
self.current.button[enums.Button.BUTTON_Y] = False
self.current.button[enums.Button.BUTTON_Z] = False
self.current.button[enums.Button.BUTTON_L] = False
self.current.button[enums.Button.BUTTON_R] = False
self.current.button[enums.Button.BUTTON_START] = False
self.current.button[enums.Button.BUTTON_D_UP] = False
self.current.button[enums.Button.BUTTON_D_DOWN] = False
self.current.button[enums.Button.BUTTON_D_LEFT] = False
self.current.button[enums.Button.BUTTON_D_RIGHT] = False
self.current.main_stick = (.5, .5)
self.current.c_stick = (.5, .5)
self.current.l_shoulder = 0
self.current.r_shoulder = 0
#Send the presses to dolphin
#Move downn 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
if ai_state.cursor_x < target_x - wiggleroom:
controller.tilt_analog(enums.Button.BUTTON_MAIN, 1, .5)
return
#Move left if we're too right
if ai_state.cursor_x > target_x + wiggleroom:
controller.tilt_analog(enums.Button.BUTTON_MAIN, 0, .5)
return
#If we get in the right area, press A until we're in the right state
controller.tilt_analog(enums.Button.BUTTON_MAIN, .5, .5)
if controller.prev.button[enums.Button.BUTTON_A] == False:
controller.press_button(enums.Button.BUTTON_A)
else:
controller.release_button(enums.Button.BUTTON_A)