Maybe fixed a bug that would cause player to randomly stop moving.

This commit is contained in:
Storm Dragon
2025-03-05 21:26:07 -05:00
parent 60cc5b12fd
commit 61927dc713

View File

@@ -25,7 +25,6 @@ class WickedQuest:
def load_level(self, levelNumber): def load_level(self, levelNumber):
"""Load a level from its JSON file.""" """Load a level from its JSON file."""
levelFile = get_level_path(self.currentGame, levelNumber) levelFile = get_level_path(self.currentGame, levelNumber)
pygame.event.pump()
try: try:
with open(levelFile, 'r') as f: with open(levelFile, 'r') as f:
levelData = json.load(f) levelData = json.load(f)
@@ -53,7 +52,7 @@ class WickedQuest:
self.player.currentWeapon.attackDuration *= 0.5 # Restore normal attack speed self.player.currentWeapon.attackDuration *= 0.5 # Restore normal attack speed
# Pass existing player to new level # Pass existing player to new level
pygame.event.pump() pygame.event.clear()
self.currentLevel = Level(levelData, self.sounds, self.player) self.currentLevel = Level(levelData, self.sounds, self.player)
return True return True
@@ -89,7 +88,6 @@ class WickedQuest:
keys = pygame.key.get_pressed() keys = pygame.key.get_pressed()
player = self.currentLevel.player player = self.currentLevel.player
currentTime = pygame.time.get_ticks() currentTime = pygame.time.get_ticks()
pygame.event.pump()
# Update running and ducking states # Update running and ducking states
if (keys[pygame.K_s] or keys[pygame.K_DOWN]) and not player.isDucking: if (keys[pygame.K_s] or keys[pygame.K_DOWN]) and not player.isDucking:
@@ -212,7 +210,6 @@ class WickedQuest:
self.player.scoreboard.add_high_score() self.player.scoreboard.add_high_score()
pygame.event.clear() pygame.event.clear()
pygame.event.pump()
cut_scene(self.sounds, "game_over") cut_scene(self.sounds, "game_over")
display_text(report) display_text(report)