self.direction = -1
self.prev_direction = self.direction
- # self.health = 0 # for debugging without getting killed
+ self.health = 75 # for debugging without getting killed
self.weapon = Sword(self.position, (0, 0), self.width, -1)
self.collision_layer["body"],
[self.collision_layer["world"], self.collision_layer["body"]], goon_skin=False)
self.collision_layer["body"].add(self.king)
+ for enemy in self.skeletons:
+ enemy.dead = True
for particle in particles:
particle.update(delta)
surf.blit(self.sky, (0, 0))
if (self.level == 4):
- print(get_camera_offset())
- if self.king is not None:
+ # print(get_camera_offset())
+ if self.king is not None and isinstance(self.king, King):
if self.king.skeleton_attack == True:
for i in range(random.randint(1, 2)):
if(len(self.skeleton_spawn_coords) < 2):