def get_animations(self):
     animations = None
     
     if self.animation_type in player.PlayerStates.MOVEMENTS:
         animations = actionwizard.get_movement_animations(self.animation_type)
     elif self.animation_type in InputActionTypes.ATTACKS:
         
         animations = actionwizard.get_attack_animations(self.animation_type)
     
     return sorted(animations, key=lambda animation: animation.name)
 def add_action_navigator(self, action_type, label_pos):
     label = button.Label(label_pos, self.get_label_text(action_type), (255,255,255))
     self.animation_navigator_labels[action_type] = label
     
     animations = None
     
     if action_type in player.AttackTypes.ATTACK_TYPES:
         animations = actionwizard.get_attack_animations(action_type)
     else:
         animations = actionwizard.get_movement_animations(action_type)
     
     animation_navigator = animationexplorer.AnimationNavigator()
     animation_navigator.load_data((label_pos[0] + 10, label_pos[1] + 10 + label.height), \
                                   100, \
                                   gamestate._WIDTH - 20, \
                                   animations, \
                                   gamestate.Modes.KEYBINDING)
     
     self.animation_navigators[action_type] = animation_navigator
 def get_animations(self):
     
     animations = actionwizard.get_attack_animations(self.animation_type)
     
     return sorted(animations, key=lambda animation: animation.name)