self.direction = -1
self.state = "IDLE"
+ self.previous_state = "IDLE"
+ self.previous_ground_state = self.on_ground
self.current_frame = 0
self.display = self.idle_frames[0]
self.display_offsets = {"weapon": pg.Vector2(0, 0), "player": pg.Vector2(0, 0)}
# Get and handle input
self.handle_input()
- # if self.potion_cooldown > 0:
- # threading.Thread(Potion.cooldown)
-
if len(self.potion_bag) > 0:
self.potion_bag[0].get_input(self)
+ print(self.state, self.previous_state)
+
# Deals with collision and applying velocity
self.position, self.velocity = self.move_and_collide(self.position.copy(), self.velocity.copy(), delta)
self.current_frame = (self.current_frame + 0.5) % self.run_gif.n_frames
+ if self.state == "RUN":
+ if self.previous_state != "RUN":
+ self.running_sound_channel.play(self.running_sound, -1)
+
+ if self.on_ground == True and self.previous_ground_state == False:
+ self.running_sound_channel.play(self.running_sound, -1)
+
+ self.previous_state = self.state
+ self.previous_ground_state = self.on_ground
return self.position - center
def handle_input(self):
if self.state != "ATTACK":
if self.state != "RUN":
self.current_frame = 0
- self.running_sound_channel.play(self.running_sound, 999)
+
self.state = "RUN"
self.move_left()
# if (self.lastValueL == False):
if self.state != "ATTACK":
if self.state != "RUN":
self.current_frame = 0
- self.running_sound_channel.play(self.running_sound, 999)
+
self.state = "RUN"
self.move_right()