uzycie sprite.Group.update() - gdy umrze sprite, to healthbar nie bedzie renderowany
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@ -147,19 +147,6 @@ class Level:
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self.logs.enqueue_log(f'AI {current_knight.team}: Ruch w lewo.')
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self.map[knight_pos_y][knight_pos_x - 1] = current_knight.team_alias()
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def update_health_bars(self):
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for knight in self.list_knights_blue:
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knight.health_bar.update()
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for knight in self.list_knights_red:
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knight.health_bar.update()
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for monster in self.list_monsters:
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monster.health_bar.update()
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for castle in self.list_castles:
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castle.health_bar.update()
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def update(self):
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bg_width = (GRID_CELL_PADDING + GRID_CELL_SIZE) * COLUMNS + BORDER_WIDTH
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bg_height = (GRID_CELL_PADDING + GRID_CELL_SIZE) * ROWS + BORDER_WIDTH
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@ -167,4 +154,5 @@ class Level:
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# update and draw the game
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self.sprites.draw(self.screen)
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self.update_health_bars() # has to be called last
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self.sprites.update()
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@ -18,3 +18,6 @@ class Castle(pygame.sprite.Sprite):
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self.max_hp = 80
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self.current_hp = random.randint(1, self.max_hp)
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self.health_bar = HealthBar(screen, self.rect, current_hp=self.current_hp, max_hp=self.max_hp, calculate_xy=True, calculate_size=True)
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def update(self):
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self.health_bar.update()
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@ -43,6 +43,9 @@ class Knight(pygame.sprite.Sprite):
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self.direction = self.direction.left()
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self.image = self.states[self.direction.value]
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def update(self):
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self.health_bar.update()
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def rotate_right(self):
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self.direction = self.direction.right()
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self.image = self.states[self.direction.value]
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@ -41,3 +41,6 @@ class Monster(pygame.sprite.Sprite):
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self.max_hp = 7
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self.attack = 2
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self.points = 2
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def update(self):
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self.health_bar.update()
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