New items added..
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		| @@ -79,7 +79,8 @@ class Level: | ||||
|                     xPos[0], | ||||
|                     obj["y"], | ||||
|                     self.sounds, | ||||
|                     self  # Pass level reference | ||||
|                     self,  # Pass level reference | ||||
|                     item=obj.get("item", "random")  # Get item type or default to random | ||||
|                 ) | ||||
|                 self.objects.append(coffin) | ||||
|             # Check if this is an enemy | ||||
| @@ -221,7 +222,7 @@ class Level: | ||||
|                      | ||||
|                         if obj.hit(self.player.xPos): | ||||
|                             self.bouncing_items.append(obj.dropped_item) | ||||
|                             speak(f"{obj.dropped_item.item_type} falls out!") | ||||
|                             #speak(f"{obj.dropped_item.soundName} falls out!") | ||||
|  | ||||
|     def handle_collisions(self): | ||||
|         """Handle all collision checks and return True if level is complete.""" | ||||
| @@ -265,7 +266,6 @@ class Level: | ||||
|  | ||||
|                             if self.player._coins % 100 == 0: | ||||
|                                 # Extra life | ||||
|                                 speak("Extra life") | ||||
|                                 self.player._coins = 0 | ||||
|                                 self.player._lives += 1 | ||||
|                                 play_sound(self.sounds['extra_life']) | ||||
| @@ -273,7 +273,7 @@ class Level: | ||||
|                 elif obj.isHazard and not self.player.isJumping: | ||||
|                     if not self.player.isInvincible: | ||||
|                         play_sound(self.sounds[obj.soundName]) | ||||
|                         speak("You fell in an open grave!") | ||||
|                         speak("You fell in an open grave! Now, it's yours!") | ||||
|                         self.player.set_health(0) | ||||
|                         return False | ||||
|                     else: | ||||
|   | ||||
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