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)