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