Updated libstormgames submodule. Rewrite load level on death. This was actually a lot easier than I was making it.
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		 Submodule libstormgames updated: 68e72f5d81...21216f361a
									
								
							| @@ -152,8 +152,6 @@ class Player: | |||||||
|             # Stop all current sounds before playing death sound |             # Stop all current sounds before playing death sound | ||||||
|             pygame.mixer.stop() |             pygame.mixer.stop() | ||||||
|             cut_scene(self.sounds, 'lose_a_life') |             cut_scene(self.sounds, 'lose_a_life') | ||||||
|             if self._lives > 0: |  | ||||||
|                 self.reset_on_death() |  | ||||||
|                  |                  | ||||||
|     def set_max_health(self, value): |     def set_max_health(self, value): | ||||||
|         """Set max health""" |         """Set max health""" | ||||||
| @@ -167,13 +165,6 @@ class Player: | |||||||
|         """Get remaining lives""" |         """Get remaining lives""" | ||||||
|         return self._lives |         return self._lives | ||||||
|              |              | ||||||
|     def reset_on_death(self): |  | ||||||
|         """Reset player state after death""" |  | ||||||
|         self._health = self._maxHealth |  | ||||||
|         self.isJumping = False |  | ||||||
|         self.isRunning = False |  | ||||||
|         self.xPos = 0 |  | ||||||
|  |  | ||||||
|     def add_weapon(self, weapon): |     def add_weapon(self, weapon): | ||||||
|         """Add a new weapon to inventory and equip if first weapon""" |         """Add a new weapon to inventory and equip if first weapon""" | ||||||
|         self.weapons.append(weapon) |         self.weapons.append(weapon) | ||||||
|   | |||||||
| @@ -188,9 +188,14 @@ class WickedQuest: | |||||||
|                     pygame.mixer.stop() |                     pygame.mixer.stop() | ||||||
|                     self.display_game_over(pygame.time.get_ticks() - startTime) |                     self.display_game_over(pygame.time.get_ticks() - startTime) | ||||||
|                     return |                     return | ||||||
|  |                 else: | ||||||
|  |                     pygame.mixer.stop() | ||||||
|  |                     self.load_level(currentLevelNum) | ||||||
|  |                     self.currentLevel.player._health = self.currentLevel.player._maxHealth  # Restore health | ||||||
|  |                     continue | ||||||
|  |  | ||||||
|             # Handle collisions and check level completion |             # Handle collisions and check level completion | ||||||
|             if self.currentLevel.handle_collisions():  # Changed from elif to if |             if self.currentLevel.handle_collisions(): | ||||||
|                 # Level completed |                 # Level completed | ||||||
|                 self.display_level_stats(pygame.time.get_ticks() - startTime) |                 self.display_level_stats(pygame.time.get_ticks() - startTime) | ||||||
|          |          | ||||||
|   | |||||||
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