self.jeff.update(delta, self.player)
if self.jeff.dead:
self.collision_layer["enemy"].remove(self.jeff)
- self.jeff = PhysicsBody(self.jeff.position, self.jeff.velocity, self.jeff.width / 2,
- self.jeff.height / 4,
+ self.jeff = PhysicsBody(self.jeff.position, self.jeff.velocity, self.jeff.width,
+ self.jeff.height,
self.jeff.colour,
self.collision_layer["body"],
[self.collision_layer["world"], self.collision_layer["body"]],
self.fade = self.Transition.fade
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)):
+ if self.jeff.position.y < 10000 and (isinstance(self.jeff, PhysicsBody) and not self.jeff.was_beaten):
self.saved_jeff = True
print('good')
self.offset = pg.Vector2(-50,-65)
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.offset = pg.Vector2(-50,-140)
self.goon_skin = True
else:
self.display = pg.transform.scale(pg.image.load("Assets/skeleton/SKELETON.png"), (50,50))
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()))