Updated libstormgames. Added end of skull storm sound. Fixed inconsistancy with escape key in survival as apposed to story mode.
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Submodule libstormgames updated: acb899e6eb...0bbf35a4c5
BIN
sounds/skull_storm_ends.ogg
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BIN
sounds/skull_storm_ends.ogg
(Stored with Git LFS)
Normal file
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@@ -38,6 +38,7 @@ class SkullStorm(Object):
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elif not inRange and self.playerInRange: # Only speak when actually leaving range
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# Player just left range
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self.playerInRange = False
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play_sound(self.sounds["skull_storm_ends"])
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speak("Skull storm ended.")
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# Clear any active skulls when player leaves the range
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@@ -230,7 +230,7 @@ class WickedQuest:
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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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if self.currentLevel.levelId == 999:
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speak(f"Wave {self.survivalWave}. {player.get_health()} health of {player.get_max_health()}. {int(self.currentLevel.levelScore)} points on this level so far. {player.get_lives()} lives remaining.")
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speak(f"Wave {self.survivalWave}. {player.get_health()} health of {player.get_max_health()}. {int(self.currentLevel.levelScore)} points on this wave so far. {player.get_lives()} lives remaining.")
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else:
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speak(f"Level {self.currentLevel.levelId}, {self.currentLevel.levelName}. {player.get_health()} health of {player.get_max_health()}. {int(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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@@ -384,6 +384,9 @@ class WickedQuest:
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pygame.mixer.music.stop()
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except:
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pass
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# Calculate total time and show game over sequence
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totalTime = pygame.time.get_ticks() - self.gameStartTime
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self.display_game_over(totalTime)
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return
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elif event.key in [pygame.K_CAPSLOCK, pygame.K_TAB]:
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self.runLock = not self.runLock
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