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:
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# Stop all current sounds before playing death sound
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# Stop all current sounds before playing death sound
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pygame.mixer.stop()
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pygame.mixer.stop()
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cut_scene(self.sounds, 'lose_a_life')
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cut_scene(self.sounds, 'lose_a_life')
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if self._lives > 0:
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self.reset_on_death()
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def set_max_health(self, value):
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def set_max_health(self, value):
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"""Set max health"""
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"""Set max health"""
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@@ -167,13 +165,6 @@ class Player:
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"""Get remaining lives"""
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"""Get remaining lives"""
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return self._lives
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return self._lives
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def reset_on_death(self):
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"""Reset player state after death"""
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self._health = self._maxHealth
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self.isJumping = False
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self.isRunning = False
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self.xPos = 0
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def add_weapon(self, weapon):
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def add_weapon(self, weapon):
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"""Add a new weapon to inventory and equip if first weapon"""
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"""Add a new weapon to inventory and equip if first weapon"""
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self.weapons.append(weapon)
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self.weapons.append(weapon)
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@@ -188,9 +188,14 @@ class WickedQuest:
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pygame.mixer.stop()
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pygame.mixer.stop()
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self.display_game_over(pygame.time.get_ticks() - startTime)
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self.display_game_over(pygame.time.get_ticks() - startTime)
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return
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return
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else:
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pygame.mixer.stop()
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self.load_level(currentLevelNum)
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self.currentLevel.player._health = self.currentLevel.player._maxHealth # Restore health
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continue
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# Handle collisions and check level completion
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# Handle collisions and check level completion
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if self.currentLevel.handle_collisions(): # Changed from elif to if
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if self.currentLevel.handle_collisions():
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# Level completed
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# Level completed
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self.display_level_stats(pygame.time.get_ticks() - startTime)
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self.display_level_stats(pygame.time.get_ticks() - startTime)
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