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:
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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):
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if not item.update(currentTime, self.player.xPos):
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self.bouncing_items.remove(item)
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if not item.isActive:
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speak(f"{item.soundName} got away!")
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continue
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# Check for item collection
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if abs(item.xPos - self.player.xPos) < 1 and self.player.isJumping:
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if abs(item._currentX - self.player.xPos) < 1 and self.player.isJumping:
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play_sound(self.sounds[f'get_{item.soundName}'])
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item.apply_effect(self.player)
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item.isActive = False
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