'Enemy behavior based on state'

def handle_state(self):

    if (self.state == c.WALK):
        self.walking()
    elif (self.state == c.FALL):
        self.falling()
    elif (self.state == c.JUMPED_ON):
        self.jumped_on()
    elif (self.state == c.SHELL_SLIDE):
        self.shell_sliding()
    elif (self.state == c.DEATH_JUMP):
        self.death_jumping()
