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2 Commits
60cc5b12fd
...
2887023753
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2887023753 | ||
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61927dc713 |
@@ -30,7 +30,7 @@ class SkullStorm(Object):
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"""Update all active skulls and potentially spawn new ones."""
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if not self.isActive:
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return
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# Check if player has entered range
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inRange = self.xRange[0] <= player.xPos <= self.xRange[1]
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if inRange and not self.playerInRange:
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@@ -41,10 +41,16 @@ class SkullStorm(Object):
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# Player just left range
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self.playerInRange = False
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speak("Skull storm ended.")
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# Clear any active skulls when player leaves the range
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for skull in self.activeSkulls[:]:
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if skull['channel']:
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obj_stop(skull['channel'])
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self.activeSkulls = [] # Reset the list of active skulls
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if not inRange:
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return
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# Update existing skulls
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for skull in self.activeSkulls[:]: # Copy list to allow removal
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if currentTime >= skull['land_time']:
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@@ -25,7 +25,6 @@ class WickedQuest:
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def load_level(self, levelNumber):
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"""Load a level from its JSON file."""
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levelFile = get_level_path(self.currentGame, levelNumber)
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pygame.event.pump()
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try:
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with open(levelFile, 'r') as f:
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levelData = json.load(f)
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@@ -53,7 +52,7 @@ class WickedQuest:
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self.player.currentWeapon.attackDuration *= 0.5 # Restore normal attack speed
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# Pass existing player to new level
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pygame.event.pump()
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pygame.event.clear()
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self.currentLevel = Level(levelData, self.sounds, self.player)
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return True
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@@ -89,7 +88,6 @@ class WickedQuest:
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keys = pygame.key.get_pressed()
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player = self.currentLevel.player
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currentTime = pygame.time.get_ticks()
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pygame.event.pump()
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# Update running and ducking states
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if (keys[pygame.K_s] or keys[pygame.K_DOWN]) and not player.isDucking:
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@@ -212,7 +210,6 @@ class WickedQuest:
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self.player.scoreboard.add_high_score()
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pygame.event.clear()
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pygame.event.pump()
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cut_scene(self.sounds, "game_over")
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display_text(report)
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