void Characters::Enemy::executeAction() { switch( characterSprite->getCurrentState() ) { case GameCoreStates::STILL: { noAction(); break; } case GameCoreStates::WALKING: { walk(); break; } case GameCoreStates::RUNNING: { run(); break; } case GameCoreStates::JUMPING: case GameCoreStates::DOUBLE_JUMP: { jump(); break; } case GameCoreStates::FAST_ATTACK: { attack(); break; } } }
static void doNo() { noAction(); }