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) game.hideDebugConsole()
def execute(self, game, params): BaseAction.execute(self, game, params) if not game.isDebugConsoleVisible(): game.showDebugConsole() else: game.hideDebugConsole()
def execute(self, game, params): BaseAction.execute(self, game, params) game.resume()
def execute(self, game, params): BaseAction.execute(self, game, params) game.pause()
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 execute(self, game, params): BaseAction.execute(self, game, params) game.getState().changeState(params[0])
def execute(self, game, params): BaseAction.execute(self, game, params) game.quit()