Add e keybinding to see your cdurrent weapon. Hopefully item tracking works correctly now.
This commit is contained in:
@@ -37,8 +37,8 @@ class Enemy(Object):
|
|||||||
# Enemy type specific adjustments
|
# Enemy type specific adjustments
|
||||||
if enemyType == "zombie":
|
if enemyType == "zombie":
|
||||||
self.movementSpeed *= 0.6 # Zombies are slower
|
self.movementSpeed *= 0.6 # Zombies are slower
|
||||||
self.damage = 10 # Zombies do massive damage
|
self.damage = level.player.get_max_health() # Instant death
|
||||||
self.health = 3 # Easier to kill than goblins
|
self.health = 1 # Easy to kill
|
||||||
self.attackCooldown = 1500 # Slower attack rate
|
self.attackCooldown = 1500 # Slower attack rate
|
||||||
|
|
||||||
@property
|
@property
|
||||||
|
@@ -55,3 +55,6 @@ class PowerUp(Object):
|
|||||||
if self.channel:
|
if self.channel:
|
||||||
self.channel.stop()
|
self.channel.stop()
|
||||||
self.channel = None
|
self.channel = None
|
||||||
|
|
||||||
|
# Item tracking
|
||||||
|
player.stats.update_stat('Items collected', 1)
|
||||||
|
@@ -91,6 +91,8 @@ class WickedQuest:
|
|||||||
if currentTime - self.lastThrowTime >= self.throwDelay:
|
if currentTime - self.lastThrowTime >= self.throwDelay:
|
||||||
self.currentLevel.throw_projectile()
|
self.currentLevel.throw_projectile()
|
||||||
self.lastThrowTime = currentTime
|
self.lastThrowTime = currentTime
|
||||||
|
if keys[pygame.K_e]:
|
||||||
|
speak(f"Wielding {self.currentLevel.player.currentWeapon.name.replace('_', ' ')}")
|
||||||
|
|
||||||
# Handle attack with either CTRL key
|
# Handle attack with either CTRL key
|
||||||
if (keys[pygame.K_LCTRL] or keys[pygame.K_RCTRL]) and player.start_attack(currentTime):
|
if (keys[pygame.K_LCTRL] or keys[pygame.K_RCTRL]) and player.start_attack(currentTime):
|
||||||
|
Reference in New Issue
Block a user