self.direction = -1
self.prev_direction = self.direction
- self.health = 0 # for debugging without getting killed
+ # self.health = 0 # for debugging without getting killed
self.weapon = Sword(self.position, (0, 0), self.width, -1)
if (self.position - target.position).length_squared() > 750 ** 2:
- self.ranged_attack.append(RangedAttack(target.position + pg.Vector2(0,-400),self.arrow_collision_mask, self.arrow_collision_layer))
+ self.ranged_attack.append(RangedAttack(target.position + pg.Vector2(0,-250),self.arrow_collision_mask, self.arrow_collision_layer))
self.attack_cooldown = random.randint(5,10) * 1000
else:
print("Summon Skeles!")
if self.level == 2:
pg.mixer.music.load("Assets/Music/Cave_Music.ogg")
self.sky = pg.image.load("Assets/world/VOID.png").convert()
-
if self.level == 3:
pg.mixer.music.load("Assets/Music/Sky_Music.ogg")
if self.level == 4:
if self.king is not None:
self.king.update(delta, self.player)
if self.king.dead:
- print("You win!")
+ self.collision_layer["enemy"].remove(self.king)
+ self.king = PhysicsBody(self.king.position, self.king.velocity, self.king.width/2, self.king.height/2,
+ self.king.colour,
+ self.collision_layer["body"],
+ [self.collision_layer["world"], self.collision_layer["body"]], goon_skin=False)
+ self.collision_layer["body"].add(self.king)
for particle in particles:
particle.update(delta)