Extra life added, fixed sounds to use the new functions for volume control Other various improvements.
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@@ -33,7 +33,7 @@ class SkullStorm(Object):
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inRange = self.xRange[0] <= player.xPos <= self.xRange[1]
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if inRange and not self.playerInRange:
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# Player just entered range - play the warning sound
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self.sounds['skull_storm'].play()
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play_sound(self.sounds['skull_storm'])
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self.playerInRange = True
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elif not inRange and self.playerInRange: # Only speak when actually leaving range
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# Player just left range
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@@ -62,7 +62,7 @@ class SkullStorm(Object):
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skull['x'],
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self.yPos,
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currentY,
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existingChannel=skull['channel']
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existing_channel=skull['channel']
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)
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# Check if we should spawn a new skull
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@@ -100,10 +100,7 @@ class SkullStorm(Object):
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channel = pygame.mixer.find_channel(True) # Find an available channel
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if channel:
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soundObj = self.sounds['skull_lands']
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channel.play(soundObj, 0) # Play once (0 = no loops)
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# Apply positional audio
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volume, left, right = calculate_volume_and_pan(player.xPos, skull['x'])
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channel.set_volume(volume * left, volume * right)
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obj_play(self.sounds, 'skull_lands', player.xPos, skull['x'], loop=False)
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# Check if player was hit
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if abs(player.xPos - skull['x']) < 1: # Within 1 tile
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