]> Skullheadx's Git Forge - Pygame-Jam.git/commitdiff
skeleton damage sfx
author711215 <711215@pdsb.net>
Wed, 13 Jul 2022 16:09:48 +0000 (12:09 -0400)
committer711215 <711215@pdsb.net>
Wed, 13 Jul 2022 16:09:48 +0000 (12:09 -0400)
Assets/SFX/Skeleton_Damaged.wav [new file with mode: 0644]
Enemy.py
Player.py

diff --git a/Assets/SFX/Skeleton_Damaged.wav b/Assets/SFX/Skeleton_Damaged.wav
new file mode 100644 (file)
index 0000000..a2d5095
Binary files /dev/null and b/Assets/SFX/Skeleton_Damaged.wav differ
index 48eeb324daf5394e6b8cb24c9806b6b56a0375b2..d6c953ff84e8509c968ff895ea0453642e0f2c74 100644 (file)
--- a/Enemy.py
+++ b/Enemy.py
@@ -167,6 +167,7 @@ class Skeleton(Actor):
                     self.current_frame = 0
                 elif 4 < self.current_frame:
                     target.attack(self, self.weapon, self.direction)
+                    self.player_grunt_channel.play(self.player_grunt)
 
         # Deals with collision and applying velocity
         self.position, self.velocity = self.move_and_collide(self.position.copy(), self.velocity.copy(), delta)
index 93c818a848a350f65bed8fbe11d2b969f11f2c74..c4e382213bc1fd46da9b9331171b54848708a9f3 100644 (file)
--- a/Player.py
+++ b/Player.py
@@ -39,6 +39,7 @@ class Player(Actor):
     landing_sound_channel = pg.mixer.Channel(3)
     # Enemy SFX
     grunt_sound = pg.mixer.Sound("Assets/SFX/Grunt Sound.wav")
+    skeleton_damaged_sound = pg.mixer.Sound("Assets/SFX/Skeleton_Damaged.wav")
     
 
     width, height = idle_frames[0].get_size()
@@ -296,9 +297,12 @@ class Player(Actor):
 
                         if not enemy.attacked and get_display_rect(self.weapon.get_collision_rect()).colliderect(
                                 get_display_rect(enemy.get_collision_rect())):
-                            print(enemy.health)
+                            enemy_type = str(type(enemy))
                             if enemy.health > 0:
-                                pg.mixer.Sound.play(self.grunt_sound)
+                                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)
                             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(