[self.collision_layer["player"], self.collision_layer["world"],
self.collision_layer["enemy"]]) for pos in
self.skele_positions]
- if king_position is not None:
- self.king = King(king_position, self.collision_layer["enemy"],
- [self.collision_layer["player"], self.collision_layer["world"],
- self.collision_layer["enemy"]],(self.collision_layer["world"], self.collision_layer["arrow"]))
- else:
- self.king = None
+
+
self.scene = EndScreen()
# self.dashMeter = DashMeter(self.player.dashCooldown)
self.healthBar = HealthBar()
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):
- self.skeleton_spawn_coords.append(
- [(random.randint(4000, 5200), random.randint(3250, 3350)), 0])
+ if(len(self.skeleton_spawn_coords) < 2):
+ self.skeleton_spawn_coords.append([(random.randint(4000, 5000), random.randint(3250, 3350)), 0])
self.king.skeleton_attack = False
+ if isinstance(self.king, PhysicsBody):
+ for t in self.treasure:
+ t.draw(surf)
+
for i in range(len(self.skeleton_spawn_coords)):
try:
- surf.blit(self.skeleton_portal_gif[self.skeleton_spawn_coords[i][1]], get_display_point((self.skeleton_spawn_coords[i][0][0] + 40, 3150)))
+ surf.blit(self.skeleton_portal_gif[self.skeleton_spawn_coords[i][1]],
+ get_display_point((self.skeleton_spawn_coords[i][0][0] + 40, 3150)))
- if(self.skeleton_spawn_coords[i][0][1] <= 3050):
- skele = Skeleton(self.skeleton_spawn_coords[i][0], self.collision_layer["enemy"], [self.collision_layer["player"],self.collision_layer["world"],self.collision_layer["enemy"]])
+ if (self.skeleton_spawn_coords[i][0][1] <= 3050):
+ skele = Skeleton(self.skeleton_spawn_coords[i][0], self.collision_layer["enemy"],
+ [self.collision_layer["player"], self.collision_layer["world"],
+ self.collision_layer["enemy"]])
self.skeletons.append(skele)
self.skeleton_spawn_coords[i][0] = (100000, 100000)
else: