It's always the small, simple changes that cause the most problems. Invulnerability system hopefully working for real this time.
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		| @@ -152,7 +152,11 @@ class Level: | ||||
|                     spawn_type=obj.get("spawn_type", "zombie"), | ||||
|                     spawn_cooldown=obj.get("spawn_cooldown", 2000), | ||||
|                     spawn_chance=obj.get("spawn_chance", 25), | ||||
|                     spawn_distance=obj.get("spawn_distance", 5) | ||||
|                     spawn_distance=obj.get("spawn_distance", 5), | ||||
|                     has_vulnerability=obj.get("has_vulnerability", False), | ||||
|                     is_vulnerable=obj.get("is_vulnerable", False), | ||||
|                     vulnerability_duration=obj.get("vulnerability_duration", 1000), | ||||
|                     invulnerability_duration=obj.get("invulnerability_duration", 5000) | ||||
|                 ) | ||||
|                 self.enemies.append(enemy) | ||||
|             else: | ||||
| @@ -221,6 +225,7 @@ class Level: | ||||
|                  | ||||
|             enemy.update(currentTime, self.player) | ||||
|  | ||||
|             # Only handle audio for non-vulnerability enemies | ||||
|             if not enemy.hasVulnerabilitySystem: | ||||
|                 if enemy.channel is None or not enemy.channel.get_busy(): | ||||
|                     enemy.channel = obj_play(self.sounds, enemy.enemyType, self.player.xPos, enemy.xPos) | ||||
|   | ||||
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