sword_swing_channel = pg.mixer.Channel(2)
landing_sound = pg.mixer.Sound("Assets/SFX/Jump_Landing.wav")
landing_sound_channel = pg.mixer.Channel(3)
+ # Enemy SFX
+ grunt_sound = pg.mixer.Sound("Assets/SFX/Grunt Sound.wav")
+
width, height = idle_frames[0].get_size()
if not enemy.attacked and get_display_rect(self.weapon.get_collision_rect()).colliderect(
get_display_rect(enemy.get_collision_rect())):
+ print(enemy.health)
+ if enemy.health > 0:
+ pg.mixer.Sound.play(self.grunt_sound)
enemy.attack(self, self.weapon, self.direction)
for arrow in self.arrows:
if not arrow.attacked and get_display_rect(self.weapon.get_collision_rect()).colliderect(