Apply visual HP bars to all combat displays
- Update combat_handlers.py to show visual enemy and player HP bars - Update action_handlers.py combat encounters with progress bars - Update combat.py attack results with visual HP displays - Add UI_EXAMPLES.md with before/after comparisons - All combat displays now use format_stat_bar() for consistency
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@@ -7,6 +7,7 @@ import json
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import time
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from typing import Dict, List, Tuple, Optional
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from bot import database
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from bot.utils import format_stat_bar
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from data.npcs import NPCS, STATUS_EFFECTS
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from data.items import ITEMS
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@@ -173,7 +174,7 @@ async def player_attack(player_id: int) -> Tuple[str, bool, bool]:
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'player_status_effects': json.dumps(player_effects)
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})
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message += f"\n{npc_def.emoji} {npc_def.name}: {new_npc_hp}/{combat['npc_max_hp']} HP"
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message += "\n" + format_stat_bar(f"{npc_def.emoji} {npc_def.name}", "", new_npc_hp, combat['npc_max_hp'])
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return (message, False, True)
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@@ -250,8 +251,8 @@ async def npc_attack(player_id: int) -> Tuple[str, bool]:
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'npc_status_effects': json.dumps(npc_effects)
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})
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message += f"\n❤️ Your HP: {new_player_hp}/{player['max_hp']}"
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message += f"\n{npc_def.emoji} {npc_def.name}: {combat['npc_hp']}/{combat['npc_max_hp']} HP"
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message += "\n" + format_stat_bar("Your HP", "❤️", new_player_hp, player['max_hp'])
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message += "\n" + format_stat_bar(f"{npc_def.emoji} {npc_def.name}", "", combat['npc_hp'], combat['npc_max_hp'])
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return (message, False)
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