self.jump()
if pressed[pg.K_a] or pressed[pg.K_LEFT]:
self.move_left()
+ if(self.lastValueL == False):
+ timeSincePressed = datetime.utcnow() - self.lastPressedLeft
+ timeSinceLastDash = datetime.utcnow() - self.lastDash
+
+ if(timeSincePressed < timedelta(seconds=0, microseconds=500000) and self.dashPossible == True):
+ self.move_left(self.dashSpeed) # change this to change how the player dashes (maybe replace with a custom dash function)
+ self.dashPossible = False
+ self.lastDash = datetime.utcnow()
+ if(timeSinceLastDash >= self.dashCooldown):
+ self.dashPossible = True
+ self.lastPressedLeft = datetime.utcnow()
+
if pressed[pg.K_d] or pressed[pg.K_RIGHT]:
self.move_right()
+ if(self.lastValueR == False):
+ timeSincePressed = datetime.utcnow() - self.lastPressedRight
+ timeSinceLastDash = datetime.utcnow() - self.lastDash
+ if(timeSincePressed.seconds == 0 and timeSincePressed.microseconds < 500000 and self.dashPossible == True):
+ self.move_right(self.dashSpeed) # change this to change how the player dashes (maybe replace with a custom dash function)
+ self.dashPossible = False
+ self.lastDash = datetime.utcnow()
+ if(timeSinceLastDash >= self.dashCooldown):
+ self.dashPossible = True
+ self.lastPressedRight = datetime.utcnow()
+
+ self.lastValueL = pressed[pg.K_a] or pressed[pg.K_LEFT]
+ self.lastValueR = pressed[pg.K_d] or pressed[pg.K_RIGHT]
+ def attack(self, enemy, weapon):
+ self.modify_health(-10,"enemy")
+
def draw(self, surf):
super().draw(surf)
# print(self.position, self.velocity, get_display_rect(self.get_collision_rect()).topleft, Setup.camera_offset)