Stats tracking updated. Work on skull storms. Enemy death sound added for goblins. Various updates and fixes.
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		| @@ -55,15 +55,15 @@ class SkullStorm(Object): | ||||
|                 fallProgress = timeElapsed / skull['fall_duration'] | ||||
|                 currentY = self.yPos * (1 - fallProgress) | ||||
|                  | ||||
|                 if skull['channel'] is None or not skull['channel'].get_busy(): | ||||
|                     skull['channel'] = play_random_falling( | ||||
|                         self.sounds, | ||||
|                         'falling_skull', | ||||
|                         player.xPos, | ||||
|                         skull['x'], | ||||
|                         self.yPos, | ||||
|                         currentY | ||||
|                     ) | ||||
|                 skull['channel'] = play_random_falling( | ||||
|                     self.sounds, | ||||
|                     'falling_skull', | ||||
|                     player.xPos, | ||||
|                     skull['x'], | ||||
|                     self.yPos, | ||||
|                     currentY, | ||||
|                     existingChannel=skull['channel'] | ||||
|                 ) | ||||
|          | ||||
|         # Check if we should spawn a new skull | ||||
|         if (len(self.activeSkulls) < self.maxSkulls and  | ||||
|   | ||||
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