def __init__(self, owner, time=5.0, frequency=0.25):
        """
        Creates the effect that will last for the given time, and blink at the given frequency.
        
        @type  owner:        L{Actor<Actor.Actor>}
        @param owner:        Who this State belongs to.
        
        @type  time:         C{float}
        @param time:         How many seconds the effect should last.
        
        @type  frequency:    C{float}
        @param frequency:    Length in seconds of a single on and off cycle. 
        """
        State.__init__(self, owner, "blink")
        self._expireTime = time
        self._halfFrequency = frequency / 2.0

        self._timeLeft = self._expireTime
        self._timeLeftVisible = self._halfFrequency
 def __init__(self, owner):
     State.__init__(self, owner, Constants.StateConstants.IDLE_NAME)
    def __init__(self, owner):
        State.__init__(self, owner, "lose")

        self._isOnGround = False
        self._wasInAir = False
    def __init__(self, owner):
        State.__init__(self, owner, "dead")

        self._respawnCountDown = 0.0
    def __init__(self, owner):
        State.__init__(self, owner, "win")
        self._winTimer = 0.0

        self._isOnGround = False
        self._wasInAir = False
    def __init__(self, owner):
        State.__init__(self, owner, Constants.StateConstants.THROW_NAME)

        self._activateFrame = 1
        self._deactivateFrame = 3
 def __init__(self, owner):
     State.__init__(self, owner, "thrown")
Exemple #8
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 def __init__(self, owner):
     State.__init__(self, owner, 'TargetState')
Exemple #9
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 def __init__(self, owner):
     State.__init__(self, owner, 'land')
Exemple #10
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 def __init__(self, owner):
     State.__init__(self, owner, 'fall')
Exemple #11
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 def __init__(self, owner):
     State.__init__(self, owner, 'idle')
Exemple #12
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 def __init__(self, owner):
     State.__init__(self, owner, 'StaticState')