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

View File

@@ -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()