Finally remembered to remove some debug statements. Added a finish level fanfare for the skeleton, complete with wicked laugh. Work on level 8, it used to be a tiny level, now it's better and has a ghost boss.
This commit is contained in:
@@ -239,6 +239,87 @@
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"collectible": true,
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"static": true
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},
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{
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"x_range": [60, 85],
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"y": 15,
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"type": "skull_storm",
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"damage": 4,
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"maximum_skulls": 3,
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"frequency": {
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"min": 1,
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"max": 3
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}
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},
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{
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"x_range": [335, 345],
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"y": 0,
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"enemy_type": "ghoul",
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"health": 6,
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"damage": 3,
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"attack_range": 2,
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"attack_pattern": {
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"type": "hunter",
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"turn_threshold": 4
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}
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},
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{
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"x_range": [335, 395],
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"y": 15,
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"type": "skull_storm",
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"damage": 4,
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"maximum_skulls": 5,
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"frequency": {
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"min": 2,
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"max": 4
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}
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},
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{
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"x_range": [350, 360],
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"y": 0,
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"enemy_type": "ghoul",
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"health": 6,
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"damage": 3,
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"attack_range": 2,
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"attack_pattern": {
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"type": "hunter",
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"turn_threshold": 4
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}
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},
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{
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"x": 355,
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"y": 0,
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"type": "grave",
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"sound": "grave",
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"static": true,
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"zombie_spawn_chance": 20,
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"item": "guts"
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},
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{
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"x_range": [365, 375],
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"y": 0,
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"enemy_type": "ghoul",
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"health": 6,
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"damage": 3,
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"attack_range": 2,
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"attack_pattern": {
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"type": "hunter",
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"turn_threshold": 4
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}
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},
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{
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"x_range": [393, 397],
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"y": 3,
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"sound": "coin",
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"collectible": true,
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"static": true
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},
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{
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"x": 395,
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"y": 3,
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"sound": "coffin",
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"type": "coffin",
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"item": "jack_o_lantern"
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},
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{
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"x_range": [400, 415],
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"y": 0,
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BIN
sounds/_finish_level.ogg
(Stored with Git LFS)
Normal file
BIN
sounds/_finish_level.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
@@ -28,6 +28,7 @@ class Level:
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self.rightBoundary = levelData["boundaries"]["right"]
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self.isLocked = levelData.get("locked", False) # Default to False if not specified
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self.levelId = levelData["level_id"]
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self.levelName = levelData.get("name", "Unnamed Level")
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# Get footstep sound for this level, default to 'footstep' if not specified
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self.footstepSound = levelData.get("footstep_sound", "footstep")
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@@ -133,8 +133,11 @@ class Player:
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self._jack_o_lantern_count += 1
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def add_guts(self):
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"""Apply guts, increase max_health by 2"""
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self._maxHealth += 2
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"""Apply guts, increase max_health by 2 if less than 20 else restore health"""
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if self._maxHealth < 20:
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self._maxHealth += 2
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else:
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self._health = self._maxHealth
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def throw_projectile(self):
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"""Throw a jack o'lantern if we have any"""
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@@ -102,8 +102,6 @@ class PowerUp(Object):
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def check_for_nunchucks(self, player):
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"""Check if player has materials for nunchucks and create if conditions are met"""
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print("Checking for nunchucks.")
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print(f"Player has {player.shinBoneCount} shin bones and {player.collectedItems}.")
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if (player.shinBoneCount >= 2 and
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'guts' in player.collectedItems and
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not any(weapon.name == "nunchucks" for weapon in player.weapons)):
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@@ -141,18 +141,18 @@ class WickedQuest:
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# Update time in stats
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self.currentLevel.player.stats.update_stat('Total time', timeTaken, levelOnly=True)
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report = [f"Level {self.currentLevel.levelId} Complete!"]
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report.append(f"Time taken: {minutes} minutes and {seconds} seconds")
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report = [f"Time taken: {minutes} minutes and {seconds} seconds"]
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# Add all level stats
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for key in self.currentLevel.player.stats.level:
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if key != 'Total time': # Skip time since we already displayed it
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report.append(f"{key}: {self.currentLevel.player.stats.get_level_stat(key)}")
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# Stop all sounds and music
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pygame.mixer.stop()
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# Stop all sounds and music then play fanfare
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try:
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speak(f"Level {self.currentLevel.levelId}, {self.currentLevel.levelName}, complete!")
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pygame.mixer.music.stop()
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cut_scene(self.sounds, '_finish_level')
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except:
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pass
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