I feel like I’m missing something in my description.
Here’s the code if this helps:
import bge
def main():
cont = bge.logic.getCurrentController()
player = cont.owner
keyboard = bge.logic.keyboard
scene = bge.logic.getCurrentScene()
#properties
movSpd = 0.3
rotSpd = 0.07
#animations - basic
if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.UPARROWKEY]:
player.applyMovement((0, movSpd, 0), True)
if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.RIGHTARROWKEY]:
player.applyRotation((0, 0, -rotSpd), True)
if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.LEFTARROWKEY]:
player.applyRotation((0, 0, rotSpd), True)
main()
Sorry if it’s too nooby to behold, but that’s what I’ve got. The first IF statement is for the forward movement. I tried adding the playAction function under the player.applyMovement, but it didn’t seem to work.
Here’s how it looked:
import bge
def main():
cont = bge.logic.getCurrentController()
player = cont.owner
keyboard = bge.logic.keyboard
scene = bge.logic.getCurrentScene()
#properties
movSpd = 0.3
rotSpd = 0.07
#animations - basic
if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.UPARROWKEY]:
player.applyMovement((0, movSpd, 0), True)
player.playAction(Barrot_run, 7, 20, layer=1, priority=5, blendin=5, play_mode=ACT_MODE_LOOP, layer_weight=0.0, ipo_flags=0, speed=1.0)
if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.RIGHTARROWKEY]:
player.applyRotation((0, 0, -rotSpd), True)
if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.LEFTARROWKEY]:
player.applyRotation((0, 0, rotSpd), True)
main()
What did I do wrong? I didn’t know what to put for ipo_flags and weight, so I kept theme at their default values.
Please help.T.T
^