Stop score from appearing as a float.
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@@ -103,7 +103,7 @@ class WickedQuest:
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if keys[pygame.K_h]:
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if keys[pygame.K_h]:
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speak(f"{player.get_health()} health of {player.get_max_health()}")
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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 keys[pygame.K_i]:
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speak(f"Level {self.currentLevel.levelId}, {self.currentLevel.levelName}. {player.get_health()} health of {player.get_max_health()}. {self.currentLevel.levelScore} points on this level so far. {player.get_lives()} lives remaining.")
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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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if keys[pygame.K_l]:
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speak(f"{player.get_lives()} lives")
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speak(f"{player.get_lives()} lives")
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if keys[pygame.K_j]: # Check jack o'lanterns
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if keys[pygame.K_j]: # Check jack o'lanterns
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@@ -150,7 +150,7 @@ class WickedQuest:
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if key != 'Total time': # Skip time since we already displayed it
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if key != 'Total time': # Skip time since we already displayed it
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report.append(f"{key}: {self.currentLevel.player.stats.get_level_stat(key)}")
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report.append(f"{key}: {self.currentLevel.player.stats.get_level_stat(key)}")
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report.append(f"Score: {self.currentLevel.levelScore}")
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report.append(f"Score: {int(self.currentLevel.levelScore)}")
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# Stop all sounds and music then play fanfare
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# Stop all sounds and music then play fanfare
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try:
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try:
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