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