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")
def __init__(self, owner): State.__init__(self, owner, 'TargetState')
def __init__(self, owner): State.__init__(self, owner, 'land')
def __init__(self, owner): State.__init__(self, owner, 'fall')
def __init__(self, owner): State.__init__(self, owner, 'idle')
def __init__(self, owner): State.__init__(self, owner, 'StaticState')