Got end of level working. Added floating coffins, shatter them and collect what comes out.
This commit is contained in:
@@ -14,19 +14,22 @@ class PowerUp(Object):
|
||||
self.speed = 0.05 # Base movement speed
|
||||
self.item_type = item_type
|
||||
self.channel = None
|
||||
self._currentX = x # Initialize the current x position
|
||||
|
||||
def update(self, current_time):
|
||||
"""Update item position"""
|
||||
if not self.isActive:
|
||||
return False
|
||||
|
||||
|
||||
# Update position
|
||||
self._currentX += self.direction * self.speed
|
||||
|
||||
# Keep bounce sound playing while moving
|
||||
|
||||
# Update positional audio
|
||||
if self.channel is None or not self.channel.get_busy():
|
||||
self.channel = self.sounds['item_bounce'].play(-1)
|
||||
|
||||
self.channel = obj_play(self.sounds, "item_bounce", self.xPos, self._currentX)
|
||||
else:
|
||||
self.channel = obj_update(self.channel, self.xPos, self._currentX)
|
||||
|
||||
# Check if item has gone too far (20 tiles)
|
||||
if abs(self._currentX - self.xRange[0]) > 20:
|
||||
self.isActive = False
|
||||
@@ -34,7 +37,7 @@ class PowerUp(Object):
|
||||
self.channel.stop()
|
||||
self.channel = None
|
||||
return False
|
||||
|
||||
|
||||
return True
|
||||
|
||||
def apply_effect(self, player):
|
||||
|
Reference in New Issue
Block a user