Updated libstormgames submodule. Added skull storms. Fixed no jack-o-lanterns reported when there actually were. Fixed player being recreated on each new level thus resetting all stats.

This commit is contained in:
Storm Dragon
2025-02-03 02:17:53 -05:00
parent 0a7052094d
commit 1d033e067a
9 changed files with 186 additions and 50 deletions

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sounds/falling_skull1.ogg (Stored with Git LFS) Normal file

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sounds/skull_lands.ogg (Stored with Git LFS) Normal file

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sounds/skull_storm.ogg (Stored with Git LFS) Normal file

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sounds/throw_jack_o_lantern.ogg (Stored with Git LFS) Normal file

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@@ -8,15 +8,17 @@ from src.object import Object
from src.player import Player
from src.projectile import Projectile
from src.powerup import PowerUp
from src.skull_storm import SkullStorm
class Level:
def __init__(self, levelData, sounds):
def __init__(self, levelData, sounds, player):
self.sounds = sounds
self.objects = []
self.enemies = []
self.bouncing_items = []
self.projectiles = [] # Track active projectiles
self.player = Player(levelData["player_start"]["x"], levelData["player_start"]["y"], sounds)
self.player = player
self.edge_warning_channel = None
self.weapon_hit_channel = None
self.leftBoundary = levelData["boundaries"]["left"]
@@ -53,6 +55,18 @@ class Level:
firingRange=obj.get("range", 20)
)
self.objects.append(catapult)
# Check if this is a skull storm
elif obj.get("type") == "skull_storm":
skullStorm = SkullStorm(
xPos,
obj["y"],
self.sounds,
obj.get("damage", 5),
obj.get("maximum_skulls", 3),
obj.get("frequency", {}).get("min", 2),
obj.get("frequency", {}).get("max", 5)
)
self.objects.append(skullStorm)
# Check if this is a coffin
elif obj.get("type") == "coffin":
coffin = CoffinObject(
@@ -120,15 +134,13 @@ class Level:
speak("A zombie emerges from the grave!")
# Handle object audio
if not obj.isStatic:
if obj.channel is None or not obj.channel.get_busy():
obj.channel = obj_play(self.sounds, obj.soundName, self.player.xPos, obj.xPos)
else:
if obj.channel is None:
obj.channel = obj_play(self.sounds, obj.soundName, self.player.xPos, obj.xPos)
if obj.channel is not None:
obj.channel = obj_update(obj.channel, self.player.xPos, obj.xPos)
elif obj.soundName: # Only try to play sound if soundName is not empty
if not obj.isStatic:
obj.channel = obj_play(self.sounds, obj.soundName, self.player.xPos, obj.xPos)
else:
obj.channel = obj_play(self.sounds, obj.soundName, self.player.xPos, obj.xPos)
# Update enemies
for enemy in self.enemies:
@@ -147,6 +159,11 @@ class Level:
if isinstance(obj, Catapult):
obj.update(currentTime, self.player)
# Update skull storms
for obj in self.objects:
if isinstance(obj, SkullStorm):
obj.update(currentTime, self.player)
# Update bouncing items
for item in self.bouncing_items[:]: # Copy list to allow removal
if not item.update(currentTime):
@@ -250,23 +267,31 @@ class Level:
if not proj.update():
self.projectiles.remove(proj)
continue
# Check for enemy hits
for enemy in self.enemies:
if enemy.isActive and abs(proj.x - enemy.xPos) < 1:
proj.hit_enemy(enemy)
self.projectiles.remove(proj)
# Calculate volume and pan for splat sound based on final position
volume, left, right = calculate_volume_and_pan(self.player.xPos, proj.x)
if volume > 0: # Only play if within audible range
channel = self.sounds["pumpkin_splat"].play()
if channel:
channel.set_volume(volume * left, volume * right)
break
def throw_projectile(self):
"""Have player throw a projectile"""
proj_info = self.player.throw_projectile()
if proj_info:
self.projectiles.append(Projectile(
proj_info['type'],
proj_info['start_x'],
proj_info['direction']
))
# Play throw sound
if f"{proj_info['type']}_throw" in self.sounds:
self.sounds[f"{proj_info['type']}_throw"].play()
if proj_info is None:
speak("No jack o'lanterns to throw!")
return
self.projectiles.append(Projectile(
proj_info['type'],
proj_info['start_x'],
proj_info['direction']
))
# Play throw sound
self.sounds['throw_jack_o_lantern'].play()

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@@ -26,6 +26,7 @@ class Player:
self.inventory = []
self.collectedItems = []
self._coins = 0
self._jack_o_lantern_count = 0
# Combat related attributes
self.weapons = []
@@ -38,9 +39,6 @@ class Player:
self.invincibilityStartTime = 0
self.invincibilityDuration = 5000 # 5 seconds of invincibility
# Projectiles
self.projectiles = [] # List of type and quantity tuples
# Initialize starting weapon (rusty shovel)
self.add_weapon(Weapon(
name="rusty_shovel",
@@ -63,33 +61,22 @@ class Player:
self.isInvincible = True
self.invincibilityStartTime = pygame.time.get_ticks()
def add_projectile(self, projectile_type):
"""Add a projectile to inventory"""
# Find if we already have this type
for proj in self.projectiles:
if proj[0] == projectile_type:
proj[1] += 1 # Increase quantity
speak(f"Now have {proj[1]} {projectile_type}s")
return
def get_jack_o_lanterns(self):
"""Get number of jack o'lanterns"""
return self._jack_o_lantern_count
# If not found, add new type with quantity 1
self.projectiles.append([projectile_type, 1])
def add_jack_o_lantern(self):
"""Add a jack o'lantern"""
self._jack_o_lantern_count += 1
def throw_projectile(self):
"""Throw the first available projectile"""
if not self.projectiles:
speak("No projectiles to throw!")
"""Throw a jack o'lantern if we have any"""
if self.get_jack_o_lanterns() <= 0:
return None
# Get the first projectile type
projectile = self.projectiles[0]
projectile[1] -= 1 # Decrease quantity
if projectile[1] <= 0:
self.projectiles.pop(0) # Remove if none left
self._jack_o_lantern_count -= 1
return {
'type': projectile[0],
'type': 'jack_o_lantern',
'start_x': self.xPos,
'direction': 1 if self.facingRight else -1
}

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@@ -20,16 +20,16 @@ class PowerUp(Object):
"""Update item position"""
if not self.isActive:
return False
# Update position
self._currentX += self.direction * self.speed
# Update positional audio
if self.channel is None or not self.channel.get_busy():
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
@@ -37,7 +37,7 @@ class PowerUp(Object):
self.channel.stop()
self.channel = None
return False
return True
def apply_effect(self, player):
@@ -46,8 +46,8 @@ class PowerUp(Object):
player.start_invincibility()
speak("Hand of Glory makes you invincible!")
elif self.item_type == 'jack_o_lantern':
player.add_projectile('jack_o_lantern')
speak("Gained a Jack-o'-lantern projectile!")
player.add_jack_o_lantern()
speak("Gained a Jack-o'-lantern!")
# Stop movement sound when collected
if self.channel:

112
src/skull_storm.py Normal file
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@@ -0,0 +1,112 @@
from libstormgames import *
from src.object import Object
class SkullStorm(Object):
"""Handles falling skulls within a specified range."""
def __init__(self, xRange, y, sounds, damage, maxSkulls=3, minFreq=2, maxFreq=5):
super().__init__(
xRange,
y,
"", # No ambient sound for the skull storm
isStatic=True,
isCollectible=False,
isHazard=False
)
self.sounds = sounds
self.damage = damage
self.maxSkulls = maxSkulls
self.minFreq = minFreq * 1000 # Convert to milliseconds
self.maxFreq = maxFreq * 1000
self.activeSkulls = [] # List of currently falling skulls
self.lastSkullTime = 0
self.nextSkullDelay = random.randint(self.minFreq, self.maxFreq)
self.playerInRange = False
def update(self, currentTime, player):
"""Update all active skulls and potentially spawn new ones."""
if not self.isActive:
return
# Check if player has entered range
inRange = self.xRange[0] <= player.xPos <= self.xRange[1]
if inRange and not self.playerInRange:
# Player just entered range - play the warning sound
self.sounds['skull_storm'].play()
self.playerInRange = True
elif not inRange and self.playerInRange: # Only speak when actually leaving range
# Player just left range
self.playerInRange = False
speak("Skull storm ended.")
if not inRange:
return
# Update existing skulls
for skull in self.activeSkulls[:]: # Copy list to allow removal
if currentTime >= skull['land_time']:
# Skull has landed
self.handle_landing(skull, player)
self.activeSkulls.remove(skull)
else:
# Update falling sound
timeElapsed = currentTime - skull['start_time']
fallProgress = timeElapsed / skull['fall_duration']
currentY = self.yPos * (1 - fallProgress)
if skull['channel'] is None or not skull['channel'].get_busy():
skull['channel'] = play_random_falling(
self.sounds,
'falling_skull',
player.xPos,
skull['x'],
self.yPos,
currentY
)
# Check if we should spawn a new skull
if (len(self.activeSkulls) < self.maxSkulls and
currentTime - self.lastSkullTime >= self.nextSkullDelay):
self.spawn_skull(currentTime)
def spawn_skull(self, currentTime):
"""Spawn a new falling skull at a random position within range."""
# Reset timing
self.lastSkullTime = currentTime
self.nextSkullDelay = random.randint(self.minFreq, self.maxFreq)
# Calculate fall duration based on height (higher = longer fall)
fallDuration = self.yPos * 100 # 100ms per unit of height
# Create new skull
skull = {
'x': random.uniform(self.xRange[0], self.xRange[1]),
'start_time': currentTime,
'fall_duration': fallDuration,
'land_time': currentTime + fallDuration,
'channel': None
}
self.activeSkulls.append(skull)
def handle_landing(self, skull, player):
"""Handle a skull landing."""
# Stop falling sound
if skull['channel']:
obj_stop(skull['channel'])
# Play landing sound with positional audio once
channel = pygame.mixer.find_channel(True) # Find an available channel
if channel:
soundObj = self.sounds['skull_lands']
channel.play(soundObj, 0) # Play once (0 = no loops)
# Apply positional audio
volume, left, right = calculate_volume_and_pan(player.xPos, skull['x'])
channel.set_volume(volume * left, volume * right)
# Check if player was hit
if abs(player.xPos - skull['x']) < 1: # Within 1 tile
if not player.isJumping: # Only hit if not jumping
player.set_health(player.get_health() - self.damage)
speak("Hit by falling skull!")