Grasping hands obstacle added.
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sounds/grasping_hands.ogg
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sounds/grasping_hands.ogg
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sounds/grasping_hands_end.ogg
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sounds/grasping_hands_end.ogg
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sounds/grasping_hands_start.ogg
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sounds/grasping_hands_start.ogg
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src/grasping_hands.py
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src/grasping_hands.py
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# -*- coding: utf-8 -*-
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import pygame
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from libstormgames import *
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from src.object import Object
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class GraspingHands(Object):
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"""A hazard where the ground crumbles beneath the player as undead hands reach up."""
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def __init__(self, xRange, y, sounds, delay=1000, crumble_speed=0.065):
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super().__init__(
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xRange,
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y,
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"", # Empty string so no regular object sound plays
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isStatic=True,
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isCollectible=False,
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isHazard=True
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)
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self.sounds = sounds
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self.delay = delay # Delay in milliseconds before ground starts crumbling
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self.crumble_speed = crumble_speed # How fast the crumbling catches up (tiles per frame)
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# State tracking
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self.isTriggered = False # Has the player entered the zone?
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self.triggerTime = 0 # When did the player enter the zone?
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self.crumblePosition = 0 # The position of the crumbling ground
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self.isActive = True # Is this hazard active?
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self.isReset = True # Has this hazard been reset?
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self.crumbleChannel = None # Channel for the looping crumble sound
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self.entryFromRight = False # Which side did player enter from
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self.crumbleDirection = 1 # Direction the crumbling moves (1=right, -1=left)
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def trigger(self, currentTime, playerX):
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"""Trigger the grasping hands when player enters range"""
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if not self.isTriggered:
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self.isTriggered = True
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self.triggerTime = currentTime
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# Determine which side player entered from
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if playerX > (self.xRange[0] + self.xRange[1]) / 2:
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# Player entered from right side
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self.entryFromRight = True
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self.crumblePosition = self.xRange[1] # Start crumbling from right boundary
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self.crumbleDirection = -1 # Crumble moves left
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else:
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# Player entered from left side (or middle)
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self.entryFromRight = False
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self.crumblePosition = self.xRange[0] # Start crumbling from left boundary
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self.crumbleDirection = 1 # Crumble moves right
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self.isReset = False
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# Play initial warning sound
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play_sound(self.sounds['grasping_hands_start'])
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speak("The ground crumbles as the dead reach for you.")
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def reset(self):
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"""Reset the trap when player leaves the range"""
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if not self.isReset:
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self.isTriggered = False
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self.crumblePosition = 0
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self.isReset = True
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# Stop the looping crumble sound if it's playing
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if self.crumbleChannel:
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obj_stop(self.crumbleChannel)
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self.crumbleChannel = None
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# Play the end sound
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play_sound(self.sounds['grasping_hands_end'])
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def update(self, currentTime, player):
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"""Update the grasping hands trap state"""
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if not self.isActive:
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return False
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# Check if player is in range
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isInRange = self.xRange[0] <= player.xPos <= self.xRange[1]
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# Handle player entering/exiting range
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if isInRange and not self.isTriggered:
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self.trigger(currentTime, player.xPos)
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elif not isInRange and self.isTriggered:
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self.reset()
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return False
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# If triggered and delay has passed, start crumbling
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if self.isTriggered and currentTime - self.triggerTime >= self.delay:
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# Update crumble position based on direction
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self.crumblePosition += self.crumble_speed * self.crumbleDirection
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# Manage the looping positional audio for the crumbling ground
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if self.crumbleChannel is None or not self.crumbleChannel.get_busy():
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# Start the sound if it's not playing
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self.crumbleChannel = obj_play(self.sounds, 'grasping_hands', player.xPos, self.crumblePosition)
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else:
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# Update the sound position
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self.crumbleChannel = obj_update(self.crumbleChannel, player.xPos, self.crumblePosition)
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# Check if player is caught by crumbling
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playerCaught = False
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if not player.isJumping:
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if (self.crumbleDirection > 0 and player.xPos <= self.crumblePosition) or \
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(self.crumbleDirection < 0 and player.xPos >= self.crumblePosition):
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playerCaught = True
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if playerCaught:
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if not player.isInvincible:
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# Player is caught - instant death
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# Stop the crumbling sound before death
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if self.crumbleChannel:
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obj_stop(self.crumbleChannel)
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self.crumbleChannel = None
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speak("The hands of the dead drag you down!")
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player.set_health(0)
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return True
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# Player is invincible - no warning needed
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return False
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def __del__(self):
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"""Cleanup when object is destroyed"""
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# Ensure sound is stopped when object is destroyed
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if hasattr(self, 'crumbleChannel') and self.crumbleChannel:
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obj_stop(self.crumbleChannel)
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self.crumbleChannel = None
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20
src/level.py
20
src/level.py
@@ -6,6 +6,7 @@ from libstormgames import *
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from src.catapult import Catapult
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from src.coffin import CoffinObject
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from src.enemy import Enemy
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from src.grasping_hands import GraspingHands
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from src.grave import GraveObject
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from src.object import Object
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from src.player import Player
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@@ -87,6 +88,16 @@ class Level:
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firingRange=obj.get("range", 20)
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)
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self.objects.append(catapult)
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# Check if this is grasping hands
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elif obj.get("type") == "grasping_hands":
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graspingHands = GraspingHands(
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xPos,
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obj["y"],
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self.sounds,
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delay=obj.get("delay", 1000),
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crumble_speed=obj.get("crumble_speed", 0.03)
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)
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self.objects.append(graspingHands)
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# Check if this is a grave
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elif obj.get("type") == "grave":
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grave = GraveObject(
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@@ -247,6 +258,13 @@ class Level:
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if isinstance(obj, SkullStorm):
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obj.update(currentTime, self.player)
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# Update grasping hands
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for obj in self.objects:
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if isinstance(obj, GraspingHands):
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caught = obj.update(currentTime, self.player)
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if caught:
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return # Stop if player is dead
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# Update bouncing items
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for item in self.bouncing_items[:]: # Copy list to allow removal
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if not item.update(currentTime, self.player.xPos):
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@@ -318,7 +336,7 @@ class Level:
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continue
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# Handle grave edge warnings
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if obj.isHazard and obj.soundName != "spiderweb": # Explicitly exclude spiderwebs
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if obj.isHazard and obj.soundName != "spiderweb" and not isinstance(obj, GraspingHands): # Exclude spiderwebs and grasping hands
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distance = abs(self.player.xPos - obj.xPos)
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currentTime = pygame.time.get_ticks()
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if (distance <= 2 and not self.player.isJumping and not self.player.isInvincible
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