Fixed item crazy sound mismatch. Updated instructions, probably not final version, but at least a place holder.
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		| @@ -231,14 +231,14 @@ class Level: | ||||
|  | ||||
|         # Update bouncing items | ||||
|         for item in self.bouncing_items[:]:  # Copy list to allow removal | ||||
|             if not item.update(currentTime): | ||||
|             if not item.update(currentTime, self.player.xPos): | ||||
|                 self.bouncing_items.remove(item) | ||||
|                 if not item.isActive: | ||||
|                     speak(f"{item.soundName} got away!") | ||||
|                 continue | ||||
|                  | ||||
|             # Check for item collection | ||||
|             if abs(item.xPos - self.player.xPos) < 1 and self.player.isJumping: | ||||
|             if abs(item._currentX - self.player.xPos) < 1 and self.player.isJumping: | ||||
|                 play_sound(self.sounds[f'get_{item.soundName}']) | ||||
|                 item.apply_effect(self.player) | ||||
|                 item.isActive = False | ||||
|   | ||||
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