Make sure everything is pushed.
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@@ -45,9 +45,15 @@ class WickedQuest:
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player.xPos += currentSpeed
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player.xPos += currentSpeed
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player.facingRight = True
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player.facingRight = True
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if keys[pygame.K_c]:
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speak(f"{player.get_coins()} coins")
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if keys[pygame.K_h]:
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if keys[pygame.K_h]:
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speak(f"{player.get_health()} HP")
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speak(f"{player.get_health()} HP")
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if keys[pygame.K_l]:
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speak(f"{player.get_lives()} lives")
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if keys[pygame.K_f]: # Throw projectile
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if keys[pygame.K_f]: # Throw projectile
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self.currentLevel.throw_projectile()
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self.currentLevel.throw_projectile()
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@@ -71,6 +77,7 @@ class WickedQuest:
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# Check if jump should end
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# Check if jump should end
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if player.isJumping and currentTime - player.jumpStartTime >= player.jumpDuration:
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if player.isJumping and currentTime - player.jumpStartTime >= player.jumpDuration:
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player.isJumping = False
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player.isJumping = False
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self.sounds['footstep'].play()
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# Reset step distance tracking after landing
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# Reset step distance tracking after landing
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player.distanceSinceLastStep = 0
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player.distanceSinceLastStep = 0
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