elif ev.key in (K_UP, K_DOWN, K_SPACE) and char.on_floor: char.flip() #char.set_on_wall(False) char.set_on_floor(False) #Allow logic to figure out whether or not a floor is hit #elif ev.key==K_f: # char.set_on_floor(not char.on_floor) #elif ev.key==K_w: # char.set_on_wall(not char.hitwall) elif ev.key == K_s: char.set_sad(True) elif ev.key == K_h: char.set_sad(False) elif ev.key == K_k: char.kill() elif ev.key == K_r: char.revive() elif ev.key == K_w: save_game(char, save_path) elif ev.type == KEYUP: if ev.key == K_LEFT: char.set_go_left(False) elif ev.key == K_RIGHT: char.set_go_right(False) elif stopper == 1: char.set_go_right(True) char.set_on_wall(False) pygame.mixer.music.load('./data/snd/bgm/05 - Path Complete.mp3') pygame.mixer.music.play(0, 0.0) elif stopper == 40: char.set_go_right(False) else: