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 | ||||
|  | ||||
| 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 | ||||
|   | ||||
| @@ -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']) | ||||
|   | ||||
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