Added points system with scoreboard.

This commit is contained in:
Storm Dragon
2025-02-14 21:39:32 -05:00
parent 03b59256b2
commit 1d60c58532
7 changed files with 45 additions and 4 deletions

View File

@@ -24,6 +24,7 @@ class CoffinObject(Object):
if not self.isBroken:
self.isBroken = True
play_sound(self.sounds['coffin_shatter'])
self.level.levelScore += 500
self.level.player.stats.update_stat('Coffins broken', 1)
# Stop the ongoing coffin sound

View File

@@ -226,6 +226,17 @@ class Enemy(Object):
if self.channel:
obj_stop(self.channel)
self.channel = None
# Calculate and award points based on enemy stats
basePoints = self.health * 500
damageModifier = self.damage * 750
rangeModifier = self.attackRange * 250
speedModifier = int(self.movementSpeed * 1000)
totalPoints = max(basePoints + damageModifier + rangeModifier + speedModifier, 1000)
# Award points
self.level.levelScore += totalPoints
# Play death sound if available using positional audio
deathSound = f"{self.enemyType}_dies"
if deathSound in self.sounds:

View File

@@ -29,6 +29,7 @@ class Level:
self.isLocked = levelData.get("locked", False) # Default to False if not specified
self.levelId = levelData["level_id"]
self.levelName = levelData.get("name", "Unnamed Level")
self.levelScore = 0
# Get footstep sound for this level, default to 'footstep' if not specified
self.footstepSound = levelData.get("footstep_sound", "footstep")
@@ -242,6 +243,7 @@ class Level:
if abs(item._currentX - self.player.xPos) < 1 and self.player.isJumping:
play_sound(self.sounds[f'get_{item.soundName}'])
item.apply_effect(self.player)
self.levelScore += 1000 # All items collected points awarded
item.isActive = False
self.bouncing_items.remove(item)
@@ -324,6 +326,7 @@ class Level:
self.player.stats.update_stat('Items collected', 1)
if obj.soundName == "coin":
self.player._coins += 1
self.levelScore += 100
self.player.stats.update_stat('Bone dust', 1)
if self.player._coins % 5 == 0:
# Only heal if below max health
@@ -337,6 +340,7 @@ class Level:
# Extra life
self.player._coins = 0
self.player._lives += 1
self.levelScore += 1000
play_sound(self.sounds['get_extra_life'])
continue
@@ -409,6 +413,9 @@ class Level:
# Level complete
pygame.mixer.stop()
play_sound(self.sounds['end_of_level'])
self.levelScore += 10000
# Actually update the scoreboard with level completion
self.player.scoreboard.increase_score(self.levelScore)
return True
return False

View File

@@ -66,6 +66,8 @@ class Player:
attackDuration=200 # 200ms attack duration
))
self.scoreboard = Scoreboard()
def should_play_footstep(self, currentTime):
"""Check if it's time to play a footstep sound"""
return (self.distanceSinceLastStep >= self.get_step_distance() and

View File

@@ -108,5 +108,8 @@ class PowerUp(Object):
nunchucksWeapon = Weapon.create_nunchucks()
player.add_weapon(nunchucksWeapon)
player.equip_weapon(nunchucksWeapon)
basePoints = nunchucksWeapon.damage * 1000
rangeModifier = nunchucksWeapon.range * 500
player.scoreboard.increase_score(basePoints + rangeModifier)
play_sound(self.sounds['get_nunchucks'])
player.stats.update_stat('Items collected', 1)

View File

@@ -103,7 +103,7 @@ class WickedQuest:
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.")
speak(f"Level {self.currentLevel.levelId}, {self.currentLevel.levelName}. {player.get_health()} health of {player.get_max_health()}. {self.currentLevel.levelScore} points on this level so far. {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
@@ -150,6 +150,8 @@ class WickedQuest:
if key != 'Total time': # Skip time since we already displayed it
report.append(f"{key}: {self.currentLevel.player.stats.get_level_stat(key)}")
report.append(f"Score: {self.currentLevel.levelScore}")
# Stop all sounds and music then play fanfare
try:
speak(f"Level {self.currentLevel.levelId}, {self.currentLevel.levelName}, complete!")
@@ -174,6 +176,11 @@ class WickedQuest:
if key not in ['Total time', 'levelsCompleted']: # Skip these
report.append(f"Total {key}: {self.currentLevel.player.stats.get_total_stat(key)}")
report.append(f"Final Score: {self.player.scoreboard.get_score()}")
if self.player.scoreboard.check_high_score():
self.player.scoreboard.add_high_score()
cut_scene(self.sounds, "game_over")
display_text(report)
@@ -269,8 +276,8 @@ class WickedQuest:
pass
while True:
choice = game_menu(self.sounds, "play", "instructions", "learn_sounds",
"credits", "donate", "exit")
choice = game_menu(self.sounds, "play", "high_scores", "instructions",
"learn_sounds", "credits", "donate", "exit")
if choice == "exit":
exit_game()
@@ -281,6 +288,16 @@ class WickedQuest:
self.gameStartTime = pygame.time.get_ticks()
if self.load_level(1):
self.game_loop()
elif choice == "high_scores":
board = Scoreboard()
scores = board.get_high_scores()
lines = ["High Scores:"]
for i, entry in enumerate(scores, 1):
scoreStr = f"{i}. {entry['name']}: {entry['score']}"
lines.append(scoreStr)
pygame.event.clear()
display_text(lines)
elif choice == "learn_sounds":
choice = learn_sounds(self.sounds)