self.display_offsets = {"enemy":pg.Vector2(0,0)}
+ self.goon_skin = goon_skin
+
if goon_skin:
self.display = pg.transform.scale(pg.image.load("Assets/enemy/Goon_Death.png"), (200,200))
self.offset = pg.Vector2(-50,-65)
if not enemy.attacked and get_display_rect(self.weapon.get_collision_rect()).colliderect(
get_display_rect(enemy.get_collision_rect())):
enemy_type = str(type(enemy))
+ print(enemy_type)
if enemy.health > 0:
if enemy_type == "<class 'Enemy.Enemy'>":
pg.mixer.Sound.play(self.grunt_sound)
if enemy_type == "<class 'Enemy.Skeleton'>":
pg.mixer.Sound.play(self.skeleton_damaged_sound)
+ if enemy_type == "<class 'PhysicsBody.PhysicsBody'>" and enemy.goon_skin == False:
+ pg.mixer.Sound.play(self.skeleton_damaged_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(