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564a5a664c
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bec50e6453
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@ -138,11 +138,12 @@ class Game():
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if self.gameloop: # Si j'ai une boucle de jeu, la lancer
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self.gameloop.step(self) # La logique de la boucle
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self.gameloop.draw(self) # L'affichage de la boucle
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self.clock.tick(self.fps)
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if self.scene :
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self.scene(self)
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self.scene = False
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pygame.display.update() # Mettre à jour l'affichage
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self.clock.tick(self.fps)
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def init_inputs(self):
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@ -29,8 +29,6 @@ class EndFlag(Ennemy):
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self.endtimer = self.game.lib.Timer(0.5)
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self.ended = False
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self.sfx = self.game.sound_lib["sfx/win.wav"]
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def step(self):
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super().step()
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@ -52,7 +50,6 @@ class EndFlag(Ennemy):
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offsetx = self.game.lib.randint(-10*steps,10*steps)/(steps)
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offsety = self.game.lib.randint(-5,5)
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self.game.addParticle(sprites,self.rect.center[0]+offsetx,self.rect.center[1]+offsety,velx=velx,vely=vely,modvely=0.05,fps=2)
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self.sfx.play()
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if self.ended:
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if self.endtimer.tick(self.game.dt):
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@ -88,7 +88,6 @@ class Player(Movable):
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self.landsfx = self.game.sound_lib["sfx/land.wav"]
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self.slamsfx = self.game.sound_lib["sfx/slam.wav"]
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self.jumpsfx = self.game.sound_lib["sfx/jump.wav"]
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self.hurtsfx = self.game.sound_lib["sfx/hurt.wav"]
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def step(self):
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@ -205,8 +204,8 @@ class Player(Movable):
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self.verspd= self.jump*self.gravityway
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if self.leaptimer<0 and not self.onground:
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self.verspd = -abs(self.verspd) # Small leap
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self.leaptimer = 1
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self.jumpsfx.play()
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else:
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self.jumpsfx.play()
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self.jumped = True
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super().step() # Actually move
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# Updated hitrect
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@ -245,7 +244,7 @@ class Player(Movable):
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if self.leaptimer>0:
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self.verspd*=self.gravityway
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else:
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self.leaptimer = 1
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self.leaptimer = 0
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self.canfastfall = False
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self.fastfall = self.gravityway
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else:
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@ -284,7 +283,6 @@ class Player(Movable):
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self.canfastfall = True
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if resetcombo:
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self.combo = 0
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self.hurtsfx.play()
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def draw(self):
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flipy = (self.gravityway<0 and not self.leaptimer<0)
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