def execute(self, game, params): BaseAction.execute(self, game, params) if game.getState().getCurrentState().getName( ) == PanoConstants.STATE_INVENTORY: game.getState().popState() else: game.getState().pushState(PanoConstants.STATE_INVENTORY)
def execute(self, game, params): BaseAction.execute(self, game, params) if not game.isDebugConsoleVisible(): game.showDebugConsole() else: game.hideDebugConsole()
def __init__(self): BaseAction.__init__(self, 'acToggleConsole', 'Toggles the debug console visibility')
def __init__(self): BaseAction.__init__(self, 'acShowConsole', 'Show the debug console')
def execute(self, game, params): BaseAction.execute(self, game, params) game.resume()
def __init__(self): BaseAction.__init__(self, 'acResume', 'Resumes the game')
def execute(self, game, params): BaseAction.execute(self, game, params) game.pause()
def execute(self, game, params): BaseAction.execute(self, game, params) game.quit()
def __init__(self): BaseAction.__init__(self, 'acVoid', 'Does nothing')
def execute(self, game, params): BaseAction.execute(self, game, params) state = game.getState().getCurrentState() if state.getName() == PanoConstants.STATE_EXPLORE: state.changeDisplayNode(params[0])
def __init__(self): BaseAction.__init__(self, 'acGotoNode', 'Changes the currently active node.')
def __init__(self): BaseAction.__init__(self, 'acToggleInventory', 'Toggles the visibility of the inventory')
def execute(self, game, params): BaseAction.execute(self, game, params) game.getState().changeState(params[0])
def __init__(self): BaseAction.__init__(self, 'acChangeState', 'Changes the state of the game')
def __init__(self): BaseAction.__init__(self, 'acHideConsole', 'Hides the debug console')
def __init__(self): BaseAction.__init__(self, 'acPause', 'Pauses the game')
def execute(self, game, params): BaseAction.execute(self, game, params) game.hideDebugConsole()
def __init__(self): BaseAction.__init__(self, 'acExit', 'Exits the game')