self.world.update(delta)
self.fade = self.Transition.fade
- if self.level == 3 and self.fade and isinstance(self.jeff, PhysicsBody) and not self.jeff.was_beaten:
- self.saved_jeff = True
+ if self.level == 3 and self.fade:
+ if (isinstance(self.jeff, PhysicsBody) and not self.jeff.was_beaten) and (not (isinstance(self.jeff, Enemy) and self.jeff.position.y > 10000)):
+ self.saved_jeff = True
+ print('good')
if self.level in [2, 5]:
for particle in Setup.particles:
elif is_jeff:
self.display = pg.transform.scale(pg.image.load("Assets/enemy/Jeff_Death.png"), (200,200))
self.offset = pg.Vector2(-50,-160)
+ self.goon_skin = True
else:
self.display = pg.transform.scale(pg.image.load("Assets/skeleton/SKELETON.png"), (50,50))
self.offset = pg.Vector2(0, 10)
def draw(self, surf):
# print(self.position, self.velocity)
- # pg.draw.rect(surf, self.colour, get_display_rect(self.get_collision_rect()), border_radius=8)
+ pg.draw.rect(surf, self.colour, get_display_rect(self.get_collision_rect()), border_radius=8)
surf.blit(self.display,get_display_rect(self.get_collision_rect()).topleft + self.offset)
# surf.blit(self.display,get_display_rect(self.get_collision_rect()))