From 03b59256b25522d593702c352511b0715befea6e Mon Sep 17 00:00:00 2001 From: Storm Dragon Date: Fri, 14 Feb 2025 16:21:45 -0500 Subject: [PATCH] Key i added for current level information. --- files/instructions.txt | 14 ++++++++------ wicked_quest.py | 14 ++++++++------ 2 files changed, 16 insertions(+), 12 deletions(-) diff --git a/files/instructions.txt b/files/instructions.txt index f73d15f..e909cc0 100644 --- a/files/instructions.txt +++ b/files/instructions.txt @@ -10,16 +10,18 @@ You give an evil grin, oh wait, your a skeleton, your skull is always doing that Controls -a: move left -d: move right -w: jump -s: duck +For your convenience, there are a couple of bindings for each movement key. They are listed here: +a or left arrow: move left +d or right arrow: move right +w or up arrow: jump +s or down arrow: duck Control: attack Space: hold to run. -f: throw jack O'lantern +f or alt: throw jack O'lantern c: check bone dust e: Check currently wielded weapon. -h check health +h: check health +i: Information for current level. j: check jack O'lanterns l: check lives remaining Alt+PageDown: Master volume decrease diff --git a/wicked_quest.py b/wicked_quest.py index 0ac975d..9f40030 100644 --- a/wicked_quest.py +++ b/wicked_quest.py @@ -66,9 +66,9 @@ class WickedQuest: pygame.event.pump() # Update running and ducking states - if keys[pygame.K_s] and not player.isDucking: + if (keys[pygame.K_s] or keys[pygame.K_DOWN]) and not player.isDucking: player.duck() - elif not keys[pygame.K_s] and player.isDucking: + elif (not keys[pygame.K_s] and not keys[pygame.K_DOWN]) and player.isDucking: player.stand() player.isRunning = keys[pygame.K_SPACE] @@ -80,11 +80,11 @@ class WickedQuest: movementDistance = 0 # Horizontal movement - if keys[pygame.K_a]: # Left + if keys[pygame.K_a] or keys[pygame.K_LEFT]: # Left movementDistance = currentSpeed player.xPos -= currentSpeed player.facingRight = False - elif keys[pygame.K_d]: # Right + elif keys[pygame.K_d] or keys[pygame.K_RIGHT]: # Right movementDistance = currentSpeed player.xPos += currentSpeed player.facingRight = True @@ -102,11 +102,13 @@ class WickedQuest: speak(f"{player.get_coins()} gbone dust") if keys[pygame.K_h]: speak(f"{player.get_health()} health of {player.get_max_health()}") + if keys[pygame.K_i]: + speak(f"Level {self.currentLevel.levelId}, {self.currentLevel.levelName}. {player.get_health()} health of {player.get_max_health()}. {player.get_lives()} lives remaining.") if keys[pygame.K_l]: speak(f"{player.get_lives()} lives") if keys[pygame.K_j]: # Check jack o'lanterns speak(f"{player.get_jack_o_lanterns()} jack o'lanterns") - if keys[pygame.K_f]: + if keys[pygame.K_f] or keys[pygame.K_LALT] or keys[pygame.K_RALT]: currentTime = pygame.time.get_ticks() if currentTime - self.lastThrowTime >= self.throwDelay: self.currentLevel.throw_projectile() @@ -119,7 +121,7 @@ class WickedQuest: play_sound(self.sounds[player.currentWeapon.attackSound]) # Handle jumping - if keys[pygame.K_w] and not player.isJumping: + if (keys[pygame.K_w] or keys[pygame.K_UP]) and not player.isJumping: player.isJumping = True player.jumpStartTime = currentTime play_sound(self.sounds['jump'])