Grave edge sounds and player hit sounds do not play if you are not vulnerable to them.
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		| @@ -144,6 +144,7 @@ class Enemy(Object): | |||||||
|          |          | ||||||
|     def attack(self, currentTime, player): |     def attack(self, currentTime, player): | ||||||
|         """Perform attack on player""" |         """Perform attack on player""" | ||||||
|  |         if player.isInvincible: return | ||||||
|         self.lastAttackTime = currentTime |         self.lastAttackTime = currentTime | ||||||
|         # Play attack sound |         # Play attack sound | ||||||
|         attackSound = f"{self.enemyType}_attack" |         attackSound = f"{self.enemyType}_attack" | ||||||
|   | |||||||
| @@ -238,7 +238,7 @@ class Level: | |||||||
|             # Handle grave edge warnings |             # Handle grave edge warnings | ||||||
|             if obj.isHazard: |             if obj.isHazard: | ||||||
|                 distance = abs(self.player.xPos - obj.xPos) |                 distance = abs(self.player.xPos - obj.xPos) | ||||||
|                 if distance <= 2 and not self.player.isJumping: |                 if distance <= 2 and not self.player.isJumping and not self.player.isInvincible: | ||||||
|                     if self.edge_warning_channel is None or not self.edge_warning_channel.get_busy(): |                     if self.edge_warning_channel is None or not self.edge_warning_channel.get_busy(): | ||||||
|                         self.edge_warning_channel = play_sound(self.sounds['edge']) |                         self.edge_warning_channel = play_sound(self.sounds['edge']) | ||||||
|             else: |             else: | ||||||
|   | |||||||
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