Allow for custom footsteps. Some work on footsteps to make the sound less crazy. Various other updates. Added initial documentation and credits files.
This commit is contained in:
@@ -65,6 +65,14 @@ class WickedQuest:
|
||||
player.xPos += currentSpeed
|
||||
player.facingRight = True
|
||||
|
||||
# Handle footsteps
|
||||
if movementDistance > 0 and not player.isJumping:
|
||||
player.distanceSinceLastStep += movementDistance
|
||||
if player.should_play_footstep(currentTime):
|
||||
play_sound(self.sounds[player.footstepSound])
|
||||
player.distanceSinceLastStep = 0
|
||||
player.lastStepTime = currentTime
|
||||
|
||||
# Status queries
|
||||
if keys[pygame.K_c]:
|
||||
speak(f"{player.get_coins()} gbone dust")
|
||||
@@ -84,13 +92,6 @@ class WickedQuest:
|
||||
if (keys[pygame.K_LCTRL] or keys[pygame.K_RCTRL]) and player.start_attack(currentTime):
|
||||
play_sound(self.sounds[player.currentWeapon.attackSound])
|
||||
|
||||
# Play footstep sounds if moving and not jumping
|
||||
if movementDistance > 0 and not player.isJumping:
|
||||
player.distanceSinceLastStep += movementDistance
|
||||
if player.distanceSinceLastStep >= player.stepDistance:
|
||||
play_sound(self.sounds['footstep'])
|
||||
player.distanceSinceLastStep = 0
|
||||
|
||||
# Handle jumping
|
||||
if keys[pygame.K_w] and not player.isJumping:
|
||||
player.isJumping = True
|
||||
@@ -100,9 +101,10 @@ class WickedQuest:
|
||||
# Check if jump should end
|
||||
if player.isJumping and currentTime - player.jumpStartTime >= player.jumpDuration:
|
||||
player.isJumping = False
|
||||
play_sound(self.sounds['footstep'])
|
||||
play_sound(self.sounds[player.footstepSound]) # Landing sound
|
||||
# Reset step distance tracking after landing
|
||||
player.distanceSinceLastStep = 0
|
||||
player.lastStepTime = currentTime
|
||||
|
||||
def display_level_stats(self, timeTaken):
|
||||
"""Display level completion statistics."""
|
||||
@@ -214,6 +216,8 @@ class WickedQuest:
|
||||
self.player = None # Reset player for new game
|
||||
if self.load_level(1):
|
||||
self.game_loop()
|
||||
elif choice == "learn_sounds":
|
||||
choice = learn_sounds(self.sounds)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
|
Reference in New Issue
Block a user