Added points system with scoreboard.
This commit is contained in:
Submodule libstormgames updated: 7cbbc64d27...c242fc6832
@@ -24,6 +24,7 @@ class CoffinObject(Object):
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if not self.isBroken:
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self.isBroken = True
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play_sound(self.sounds['coffin_shatter'])
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self.level.levelScore += 500
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self.level.player.stats.update_stat('Coffins broken', 1)
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# Stop the ongoing coffin sound
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11
src/enemy.py
11
src/enemy.py
@@ -226,6 +226,17 @@ class Enemy(Object):
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if self.channel:
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obj_stop(self.channel)
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self.channel = None
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# Calculate and award points based on enemy stats
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basePoints = self.health * 500
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damageModifier = self.damage * 750
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rangeModifier = self.attackRange * 250
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speedModifier = int(self.movementSpeed * 1000)
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totalPoints = max(basePoints + damageModifier + rangeModifier + speedModifier, 1000)
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# Award points
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self.level.levelScore += totalPoints
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# Play death sound if available using positional audio
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deathSound = f"{self.enemyType}_dies"
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if deathSound in self.sounds:
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@@ -29,6 +29,7 @@ class Level:
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self.isLocked = levelData.get("locked", False) # Default to False if not specified
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self.levelId = levelData["level_id"]
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self.levelName = levelData.get("name", "Unnamed Level")
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self.levelScore = 0
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# Get footstep sound for this level, default to 'footstep' if not specified
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self.footstepSound = levelData.get("footstep_sound", "footstep")
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@@ -242,6 +243,7 @@ class Level:
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if abs(item._currentX - self.player.xPos) < 1 and self.player.isJumping:
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play_sound(self.sounds[f'get_{item.soundName}'])
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item.apply_effect(self.player)
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self.levelScore += 1000 # All items collected points awarded
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item.isActive = False
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self.bouncing_items.remove(item)
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@@ -324,6 +326,7 @@ class Level:
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self.player.stats.update_stat('Items collected', 1)
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if obj.soundName == "coin":
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self.player._coins += 1
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self.levelScore += 100
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self.player.stats.update_stat('Bone dust', 1)
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if self.player._coins % 5 == 0:
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# Only heal if below max health
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@@ -337,6 +340,7 @@ class Level:
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# Extra life
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self.player._coins = 0
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self.player._lives += 1
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self.levelScore += 1000
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play_sound(self.sounds['get_extra_life'])
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continue
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@@ -409,6 +413,9 @@ class Level:
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# Level complete
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pygame.mixer.stop()
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play_sound(self.sounds['end_of_level'])
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self.levelScore += 10000
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# Actually update the scoreboard with level completion
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self.player.scoreboard.increase_score(self.levelScore)
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return True
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return False
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@@ -66,6 +66,8 @@ class Player:
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attackDuration=200 # 200ms attack duration
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))
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self.scoreboard = Scoreboard()
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def should_play_footstep(self, currentTime):
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"""Check if it's time to play a footstep sound"""
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return (self.distanceSinceLastStep >= self.get_step_distance() and
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@@ -108,5 +108,8 @@ class PowerUp(Object):
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nunchucksWeapon = Weapon.create_nunchucks()
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player.add_weapon(nunchucksWeapon)
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player.equip_weapon(nunchucksWeapon)
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basePoints = nunchucksWeapon.damage * 1000
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rangeModifier = nunchucksWeapon.range * 500
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player.scoreboard.increase_score(basePoints + rangeModifier)
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play_sound(self.sounds['get_nunchucks'])
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player.stats.update_stat('Items collected', 1)
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@@ -103,7 +103,7 @@ class WickedQuest:
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if keys[pygame.K_h]:
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speak(f"{player.get_health()} health of {player.get_max_health()}")
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if keys[pygame.K_i]:
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speak(f"Level {self.currentLevel.levelId}, {self.currentLevel.levelName}. {player.get_health()} health of {player.get_max_health()}. {player.get_lives()} lives remaining.")
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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.")
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if keys[pygame.K_l]:
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speak(f"{player.get_lives()} lives")
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if keys[pygame.K_j]: # Check jack o'lanterns
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@@ -150,6 +150,8 @@ class WickedQuest:
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if key != 'Total time': # Skip time since we already displayed it
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report.append(f"{key}: {self.currentLevel.player.stats.get_level_stat(key)}")
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report.append(f"Score: {self.currentLevel.levelScore}")
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# Stop all sounds and music then play fanfare
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try:
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speak(f"Level {self.currentLevel.levelId}, {self.currentLevel.levelName}, complete!")
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@@ -174,6 +176,11 @@ class WickedQuest:
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if key not in ['Total time', 'levelsCompleted']: # Skip these
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report.append(f"Total {key}: {self.currentLevel.player.stats.get_total_stat(key)}")
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report.append(f"Final Score: {self.player.scoreboard.get_score()}")
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if self.player.scoreboard.check_high_score():
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self.player.scoreboard.add_high_score()
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cut_scene(self.sounds, "game_over")
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display_text(report)
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@@ -269,8 +276,8 @@ class WickedQuest:
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pass
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while True:
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choice = game_menu(self.sounds, "play", "instructions", "learn_sounds",
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"credits", "donate", "exit")
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choice = game_menu(self.sounds, "play", "high_scores", "instructions",
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"learn_sounds", "credits", "donate", "exit")
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if choice == "exit":
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exit_game()
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@@ -281,6 +288,16 @@ class WickedQuest:
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self.gameStartTime = pygame.time.get_ticks()
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if self.load_level(1):
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self.game_loop()
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elif choice == "high_scores":
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board = Scoreboard()
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scores = board.get_high_scores()
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lines = ["High Scores:"]
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for i, entry in enumerate(scores, 1):
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scoreStr = f"{i}. {entry['name']}: {entry['score']}"
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lines.append(scoreStr)
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pygame.event.clear()
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display_text(lines)
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elif choice == "learn_sounds":
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choice = learn_sounds(self.sounds)
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