# screen.fill((255,255,255))
surf.blit(self.sky, (0, 0))
- if (self.level == 5 or self.level == 7):
+ if (self.level == 4):
+ print(get_camera_offset())
if self.king is not None:
if self.king.skeleton_attack == True:
for i in range(random.randint(1, 2)):
- if(len(self.collision_layer["enemy"]) < 4 and len(self.skeleton_spawn_coords) < 2):
- self.skeleton_spawn_coords.append([(random.randint(1100, 2000), random.randint(1900, 2100)), 0])
+ if(len(self.skeleton_spawn_coords) < 2):
+ self.skeleton_spawn_coords.append([(random.randint(4000, 5200), random.randint(3250, 3350)), 0])
self.king.skeleton_attack = False
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, 1849)))
+ 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] <= 1780):
+ 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)