Files
wicked-quest/src/skull_storm.py

120 lines
4.5 KiB
Python

# -*- coding: utf-8 -*-
import pygame
import random
from libstormgames import *
from src.object import Object
class SkullStorm(Object):
"""Handles falling skulls within a specified range."""
def __init__(self, xRange, y, sounds, damage, maxSkulls=3, minFreq=2, maxFreq=5):
super().__init__(
xRange, y, "", isStatic=True, isCollectible=False, isHazard=False # No ambient sound for the skull storm
)
self.sounds = sounds
self.damage = damage
self.maxSkulls = maxSkulls
self.minFreq = minFreq * 1000 # Convert to milliseconds
self.maxFreq = maxFreq * 1000
self.activeSkulls = [] # List of currently falling skulls
self.lastSkullTime = 0
self.nextSkullDelay = random.randint(self.minFreq, self.maxFreq)
self.playerInRange = False
# Default TTS message (can be overridden)
self.endMessage = "Skull storm ended."
def update(self, currentTime, player):
"""Update all active skulls and potentially spawn new ones."""
if not self.isActive:
return
# Check if player has entered range
inRange = self.xRange[0] <= player.xPos <= self.xRange[1]
if inRange and not self.playerInRange:
# Player just entered range - play the warning sound
play_sound(self.sounds["skull_storm"])
self.playerInRange = True
elif not inRange and self.playerInRange: # Only speak when actually leaving range
# Player just left range
self.playerInRange = False
play_sound(self.sounds["skull_storm_ends"])
speak(self.endMessage)
# Clear any active skulls when player leaves the range
for skull in self.activeSkulls[:]:
if skull["channel"]:
obj_stop(skull["channel"])
self.activeSkulls = [] # Reset the list of active skulls
if not inRange:
return
# Update existing skulls
for skull in self.activeSkulls[:]: # Copy list to allow removal
if currentTime >= skull["land_time"]:
# Skull has landed
self.handle_landing(skull, player)
self.activeSkulls.remove(skull)
else:
# Update falling sound
timeElapsed = currentTime - skull["start_time"]
fallProgress = timeElapsed / skull["fall_duration"]
currentY = self.yPos * (1 - fallProgress)
skull["channel"] = play_random_falling(
self.sounds,
"falling_skull",
player.xPos,
skull["x"],
self.yPos,
currentY,
existingChannel=skull["channel"],
)
# Check if we should spawn a new skull
if len(self.activeSkulls) < self.maxSkulls and currentTime - self.lastSkullTime >= self.nextSkullDelay:
self.spawn_skull(currentTime)
def spawn_skull(self, currentTime):
"""Spawn a new falling skull at a random position within range."""
# Reset timing
self.lastSkullTime = currentTime
self.nextSkullDelay = random.randint(self.minFreq, self.maxFreq)
# Calculate fall duration based on height (higher = longer fall)
fallDuration = self.yPos * 100 # 100ms per unit of height
# Create new skull
skull = {
"x": random.uniform(self.xRange[0], self.xRange[1]),
"start_time": currentTime,
"fall_duration": fallDuration,
"land_time": currentTime + fallDuration,
"channel": None,
}
self.activeSkulls.append(skull)
def handle_landing(self, skull, player):
"""Handle a skull landing."""
# Stop falling sound
if skull["channel"]:
obj_stop(skull["channel"])
# Play landing sound with positional audio once
channel = pygame.mixer.find_channel(True) # Find an available channel
if channel:
soundObj = self.sounds["skull_lands"]
obj_play(self.sounds, "skull_lands", player.xPos, skull["x"], loop=False)
# Check if player was hit
if abs(player.xPos - skull["x"]) < 1: # Within 1 tile
if not player.isInvincible:
player.set_health(player.get_health() - self.damage)
self.sounds["player_takes_damage"].play()
speak("Hit by falling skull!")