title: PictureBox changes to opposite of what I want
body: <p>So I'm working on a quarter 2 project for my programming class, and I'm making a game in Visual Studio. I know, it may not be ideal for games, but I don't really have the time to move all my work onto Unity. So my problem, is that I have code set up so that when you press space, if the player (all this I'm doing with pictures and GIFs btw) is facing right, he'll swing his sword right, and if he's left, he'll swing left. There's a timer that, when done, changes the player anim back to idle. I test it, and when he's facing left and I press space, he swings left and ends left. The problem is, he does the same thing while facing right. I've tried everything I know, and the teacher is too busy helping everyone else to completely study my coding. Can anyone please help me out here?</p>
  
  <pre><code>    using System;
      using System.Collections.Generic;
      using System.ComponentModel;
      using System.Data;
      using System.Drawing;
      using System.Linq;
      using System.Text;
      using System.Threading.Tasks;
      using System.Windows.Forms;
  
      namespace Sprite_The_Knight
      {
          public partial class Form1 : Form
          {
  
      public Form1()
      {
          InitializeComponent();
          this.BackgroundImage = Properties.Resources.Title;
          titleLabel.Show();
          startLabel.Show();
          KeyDown += new KeyEventHandler(Form1_KeyDown);
          spritePC.Image = Properties.Resources.KnightIdle;
      }
  
      private void EnemiesReady()
      {
          enemyNPC1.Image = Properties.Resources.Zombie;
          enemyNPC2.Image = Properties.Resources.Zombie;
          enemyNPC3.Image = Properties.Resources.Skeleton;
          enemyNPC4.Image = Properties.Resources.ZombieFlip;
          enemyNPC5.Image = Properties.Resources.ZombieFlip;
          enemyNPC6.Image = Properties.Resources.SkeletonFlip;
      }
  
      private void EnemiesGo()
      {
  
      }
  
      private void SpriteAttack()
      {
          if (spritePC.Image == Properties.Resources.KnightIdle)
          {
              SpriteSwingRight();
          }
          else
          {
              SpriteSwingLeft();
          }
  
          AttackTimer.Enabled = true;
      }
  
      private void SpriteSwingRight()
      {
          spritePC.Image = Properties.Resources.KnightSwing;
      }
  
      private void SpriteSwingLeft()
      {
          spritePC.Image = Properties.Resources.KnightSwingFlip;
      }
  
      private void SpriteTurnRight()
      {
          spritePC.Image = Properties.Resources.KnightIdle;
      }
  
      private void SpriteTurnLeft()
      {
          spritePC.Image = Properties.Resources.KnightIdleFlip;
      }
  
  
      private void SpriteShield()
      {
  
      }
  
      private void SpriteDeath()
      {
  
      }
  
      private void startLabel_Click(object sender, EventArgs e)
      {
          this.BackgroundImage = Properties.Resources.Intro;
          titleLabel.Hide();
          startLabel.Hide();
          introLabel.Show();
      }
  
      private void introLabel_Click(object sender, EventArgs e)
      {
          this.BackgroundImage = Properties.Resources.Land;
          introLabel.Hide();
          spritePC.Show();
          EnemiesReady();
  
      }
  
      void Form1_KeyDown(object sender, KeyEventArgs e)
      {
          if (e.KeyCode == Keys.Right)
          {
              SpriteTurnRight();
          }
          else if (e.KeyCode == Keys.Left)
          {
              SpriteTurnLeft();
          }
          if (e.KeyCode == Keys.Space)
          {
              // i dunno he swings his soouurd or something
              SpriteAttack();
          }
      }
  
      private void AttackTimer_Tick(object sender, EventArgs e)
      {
          AttackTimer.Tick += new System.EventHandler(AttackTimer_Tick);
  
          AttackTimer.Start();
          if (spritePC.Image == Properties.Resources.KnightSwing)
          {
              spritePC.Image = Properties.Resources.KnightIdle;
          }
          else
          {
              spritePC.Image = Properties.Resources.KnightIdleFlip;
          }
  
          AttackTimer.Stop();
      }
  }
      }
  </code></pre>