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