def update_position(self, eventkey):
if eventkey in player1_keys:
self.movement.feet_left = not self.movement.feet_left
if eventkey == pygame.locals.K_a:
self.x -= self.movement.step_size_x
self.rect.x = self.x
walking_direction = 1
elif eventkey == pygame.locals.K_d:
self.x += self.movement.step_size_x
self.rect.x = self.x
walking_direction = 2
elif eventkey == pygame.locals.K_w:
self.y -= self.movement.step_size_y
self.rect.y = self.y
walking_direction = 3
elif eventkey == pygame.locals.K_s:
self.y += self.movement.step_size_y
self.rect.y = self.y
walking_direction = 4
if not self.movement.cover and not (
self.movement.shot and self.wasincover):
self.image = self.imagedict[self.movement.current_direction][
self.movement.which_leg()]
self.rect = self.image.get_rect()
[self.rect.x, self.rect.y] = [self.x, self.y]
self.moved = True
else:
return
self.fix_position(self.check_wall_collision() +
self.check_character_collision(), walking_direction)
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