lvl indicatior
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9
agent.py
9
agent.py
@ -36,10 +36,12 @@ class Agent(pygame.sprite.Sprite):
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self.health_ratio = self.max_health/self.health_bar_length
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def update(self):
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self.health_bar()
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self.movement()
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self.collide_mob()
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self.disp_level()
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self.rect.x += self.x_change
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self.collide_blocks('x')
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@ -154,8 +156,11 @@ class Agent(pygame.sprite.Sprite):
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pygame.draw.rect(self.game.SCREEN, (0,255,0), (10,780,self.current_health/self.health_ratio,25))
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pygame.draw.rect(self.game.SCREEN, (255,255,255), (10,780,self.health_bar_length, 25),2)
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def disp_level(self):
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font = pygame.font.SysFont(None, 40)
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lvlDisplay = font.render(str(self.level), 1, WHITE)
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pygame.draw.rect(self.game.SCREEN, BLACK, (370, 780, 40, 40))
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self.game.SCREEN.blit(lvlDisplay, (370,780))
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# brakuje levelowania postaci gdy zabije moba, jest zrobione tylko, że jeśli za wysoki poziom, lub brak życia to ginie i od nowa zaczyna
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# brakuje dodania miejsca w którym agent się leczy
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4
main.py
4
main.py
@ -19,6 +19,9 @@ class Game:
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self.BACKGROUND_IMG= pygame.image.load("./zdjecia/podloze.jpg")
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self.BACKGROUND = pygame.transform.scale(self.BACKGROUND_IMG,(64,64))
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self.LVL_ICON_PNG = pygame.image.load("./zdjecia/lvl_icon.png")
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self.LVL_ICON = pygame.transform.scale(self.LVL_ICON_PNG,(24,24))
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#self.ORK_LIST = [self.ARCHER_ORK,self.INFANTRY_ORK2, self.INFATRY_ORK]
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pygame.display.set_caption('Do_Nazwania')
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@ -60,6 +63,7 @@ class Game:
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pygame.draw.rect(self.SCREEN, BLACK, self.rect, 1)
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self.all_sprites.draw(self.SCREEN)
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self.rock_sprites.draw(self.SCREEN)
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self.SCREEN.blit(self.LVL_ICON, (340 ,780))
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pygame.display.update()
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def main(self):
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BIN
zdjecia/lvl_icon.png
Normal file
BIN
zdjecia/lvl_icon.png
Normal file
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After Width: | Height: | Size: 16 KiB |
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