def update_position(self, eventkey):
if (eventkey == pygame.locals.K_LEFT):
self.x -= self.movement.step_size_x
self.rect.x = self.x
self.image = self.imagedict['l'][self.movement.which_leg()]
self.direction = 1
self.movement.cover = False
elif (eventkey == pygame.locals.K_RIGHT):
self.x += self.movement.step_size_x
self.rect.x = self.x
self.image = self.imagedict['r'][self.movement.which_leg()]
self.direction = 2
self.movement.cover = False
elif (eventkey == pygame.locals.K_UP):
self.y -= self.movement.step_size_y
self.rect.y = self.y
self.image = self.imagedict['u'][self.movement.which_leg()]
self.direction = 3
self.movement.cover = False
elif (eventkey == pygame.locals.K_DOWN):
self.y += self.movement.step_size_y
self.rect.y = self.y
self.image = self.imagedict['d'][self.movement.which_leg()]
self.direction = 4
self.movement.cover = False
else:
return
self.fix_position(self.check_wall_collision() +
self.check_character_collision(), self.direction)
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