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- import pygame
- import state
- class Walking(state.State):
- def __init__(self,character):
- super(Walking,self).__init__(character)
- self.left_walking_frames = ["left", "left_walk1", "left_walk2"]
- self.right_walking_frames = ["right", "right_walk1", "right_walk2"]
- self.front_walking_frames = ["front", "front_walk1", "front_walk2"]
- self.back_walking_frames = ["back", "back_walk1", "back_walk2"]
- self.frame = 0
- def handle_event(self,event):
- x,y = 484,363
- move_x, move_y = 0,0
- if event.key == pygame.K_UP:
- self.character.direction = "back"
- return self.walk()
- elif event.key == pygame.K_DOWN:
- self.character.direction = "front"
- return self.walk()
- elif event.key == pygame.K_LEFT:
- self.character.direction = "left"
- return self.walk()
- elif event.key == pygame.K_RIGHT:
- self.character.direction = "right"
- return self.walk()
- else:
- return self.no_event()
- def no_event(self):
- return self.stand()
- def slide(self):
- return walk()
- def walk(self):
- if self.character.direction == "left":
- self.character.rect.move_ip(-self.character.walking_speed,0)
- return self.get_frame(self.left_walking_frames)
- elif self.character.direction == "right":
- self.character.rect.move_ip(self.character.walking_speed,0)
- return self.get_frame(self.right_walking_frames)
- elif self.character.direction == "front":
- self.character.rect.move_ip(0,self.character.walking_speed)
- return self.get_frame(self.front_walking_frames)
- else:
- self.character.rect.move_ip(0,-self.character.walking_speed)
- return self.get_frame(self.back_walking_frames)
- def __str__(self):
- return "walking"
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