'Determines Mario\'s behavior based on his state'

def handle_state(self, keys, fire_group):

    if (self.state == c.STAND):
        self.standing(keys, fire_group)
    elif (self.state == c.WALK):
        self.walking(keys, fire_group)
    elif (self.state == c.JUMP):
        self.jumping(keys, fire_group)
    elif (self.state == c.FALL):
        self.falling(keys, fire_group)
    elif (self.state == c.DEATH_JUMP):
        self.jumping_to_death()
    elif (self.state == c.SMALL_TO_BIG):
        self.changing_to_big()
    elif (self.state == c.BIG_TO_FIRE):
        self.changing_to_fire()
    elif (self.state == c.BIG_TO_SMALL):
        self.changing_to_small()
    elif (self.state == c.FLAGPOLE):
        self.flag_pole_sliding()
    elif (self.state == c.BOTTOM_OF_POLE):
        self.sitting_at_bottom_of_pole()
    elif (self.state == c.WALKING_TO_CASTLE):
        self.walking_to_castle()
    elif (self.state == c.END_OF_LEVEL_FALL):
        self.falling_at_end_of_level()
