# Modifying the code to ensure the mouth is open when the character starts talking import random import time class CharacterFace: def __init__(self): self.mouth_open = False self.last_change_time = 0 self.next_change_in = 0 def update(self, is_talking, start_talking=False): current_time = time.time() # Open the mouth when the character starts talking if start_talking: self.mouth_open = True self.next_change_in = current_time + random.uniform(0.1, 0.5) return self.mouth_open # Initialize the next change time if it's zero. if self.next_change_in == 0: self.next_change_in = current_time + random.uniform(0.1, 0.5) # Update the mouth state only if the character is talking. if is_talking: # Check if it's time to change the mouth state. if current_time >= self.next_change_in: self.mouth_open = not self.mouth_open self.next_change_in = current_time + random.uniform(0.1, 0.5) else: # Close the mouth if the character is not talking. self.mouth_open = False return self.mouth_open def _debug_test(): # Example usage face = CharacterFace() output = [] # Initialize variables to control talk and pause durations next_talk_time = 0 next_pause_time = 0 is_talking = False # Simulate the character talking and not talking with variable durations for _ in range(500): # Increase the number of iterations for a longer simulation current_time = time.time() start_talking = False if is_talking and current_time >= next_talk_time: is_talking = False next_pause_time = current_time + random.uniform(0.5, 3.0) if not is_talking and current_time >= next_pause_time: is_talking = True start_talking = True # Set flag to open mouth at the start of talking next_talk_time = current_time + random.uniform(1.0, 5.0) mouth_open = face.update(is_talking, start_talking) print(f"Is Talking: {is_talking}, Mouth Open: {mouth_open}") time.sleep(random.uniform(0.1, 0.5))