Extra life added, fixed sounds to use the new functions for volume control Other various improvements.
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38
src/level.py
38
src/level.py
@@ -181,20 +181,23 @@ class Level:
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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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self.sounds[f'get_{item.soundName}'].play()
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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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self.bouncing_items.remove(item)
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def handle_combat(self, currentTime):
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"""Handle combat interactions between player and enemies"""
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attackRange = self.player.get_attack_range(currentTime)
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if attackRange:
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# Only get attack range if attack is active
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if self.player.currentWeapon and self.player.currentWeapon.is_attack_active(currentTime):
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attackRange = self.player.currentWeapon.get_attack_range(self.player.xPos, self.player.facingRight)
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# Check for enemy hits
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for enemy in self.enemies:
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if enemy.isActive and enemy.xPos >= attackRange[0] and enemy.xPos <= attackRange[1]:
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if self.weapon_hit_channel is None or not self.weapon_hit_channel.get_busy():
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self.weapon_hit_channel = self.sounds[self.player.currentWeapon.hitSound].play()
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self.weapon_hit_channel = play_sound(self.sounds[self.player.currentWeapon.hitSound])
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enemy.take_damage(self.player.currentWeapon.damage)
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else:
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@@ -230,7 +233,7 @@ class Level:
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distance = abs(self.player.xPos - obj.xPos)
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if distance <= 2 and not self.player.isJumping:
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if self.edge_warning_channel is None or not self.edge_warning_channel.get_busy():
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self.edge_warning_channel = self.sounds['edge'].play()
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self.edge_warning_channel = play_sound(self.sounds['edge'])
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else:
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if self.edge_warning_channel is not None and not self.edge_warning_channel.get_busy():
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self.edge_warning_channel = None
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@@ -239,16 +242,31 @@ class Level:
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if obj.isCollectible and self.player.isJumping:
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currentPos = round(self.player.xPos)
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if currentPos not in obj.collectedPositions:
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self.sounds[f'get_{obj.soundName}'].play()
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play_sound(self.sounds[f'get_{obj.soundName}'])
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obj.collect_at_position(currentPos)
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self.player.collectedItems.append(obj.soundName)
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self.player.stats.update_stat('Items collected', 1)
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if obj.soundName == "coin":
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self.player._coins += 1
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self.player.stats.update_stat('Bone dust', 1)
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if self.player._coins % 5 == 0:
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# Only heal if below max health
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if self.player.get_health() < self.player.get_max_health():
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self.player.set_health(min(
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self.player.get_health() + 1,
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self.player.get_max_health()
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))
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if self.player._coins % 100 == 0:
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# Extra life
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speak("Extra life")
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self.player._coins = 0
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self.player._lives += 1
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play_sound(self.sounds['extra_life'])
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elif obj.isHazard and not self.player.isJumping:
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if not self.player.isInvincible:
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self.sounds[obj.soundName].play()
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play_sound(self.sounds[obj.soundName])
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speak("You fell in an open grave!")
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self.player.set_health(0)
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return False
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@@ -269,7 +287,7 @@ class Level:
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if self.player.xPos >= obj.xPos:
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# Stop all current sounds and play end level sound
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pygame.mixer.stop()
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self.sounds["end_of_level"].play()
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play_sound(self.sounds['end_of_level'])
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return True
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return False
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@@ -289,9 +307,7 @@ class Level:
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# Calculate volume and pan for splat sound based on final position
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volume, left, right = calculate_volume_and_pan(self.player.xPos, proj.x)
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if volume > 0: # Only play if within audible range
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channel = self.sounds["pumpkin_splat"].play()
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if channel:
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channel.set_volume(volume * left, volume * right)
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obj_play(self.sounds, 'pumpkin_splat', self.player.xPos, proj.x, loop=False)
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break
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def throw_projectile(self):
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@@ -307,4 +323,4 @@ class Level:
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proj_info['direction']
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))
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# Play throw sound
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self.sounds['throw_jack_o_lantern'].play()
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play_sound(self.sounds['throw_jack_o_lantern'])
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