for i in range(run_gif.n_frames):
run_frames.append(pg.transform.scale(pil_to_game(get_gif_frame(run_gif, i)), (155, 155)))
+ #player sfx
+ running_sound = pg.mixer.Sound("Assets/SFX/Running_Sound_Effect.wav")
+ running_sound_channel = pg.mixer.Channel(1)
+
width, height = idle_frames[0].get_size()
colour = (52, 94, 235)
pressed = pygame.key.get_pressed()
if pressed[pg.K_w] or pressed[pg.K_UP] or pressed[pg.K_SPACE]:
self.jump()
+ self.running_sound_channel.stop()
if pressed[pg.K_a] or pressed[pg.K_LEFT]:
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()
else:
if self.state == "RUN":
self.state = "IDLE"
+ self.running_sound_channel.stop()
# self.lastValueL = pressed[pg.K_a] or pressed[pg.K_LEFT]
# self.lastValueR = pressed[pg.K_d] or pressed[pg.K_RIGHT]