enemy.outlineSelf() enemy.startingX -= Stages.stageHandler.currentStage.scrollSpeed enemy.leftAnchor = enemy.startingX enemy.rightAnchor = enemy.startingX + 300 #accounts enemies always moving onward as not to impose on previously completed stage enemy.drawMe() #print(f'this is the matter lis: {Stages.stageHandler.currentStage.matterList}') #print(f'stage one boss {Stages.stage_one.boss}') #print(f'current Stage: {Stages.stageHandler.currentStage.name}') #print(f'current Stage enemies List: {Stages.stageHandler.currentStage.enemiesList}') Stages.stageHandler.drawConsumables() Stages.stageHandler.drawEffects() Stages.stageHandler.drawExplosives() #drawingSpells to screen Spells.showSpells() #drawEnemyDisplay() if Stages.stageHandler.currentStage.scrolling: HeroClassCode.player.currentX -= Stages.stageHandler.currentStage.scrollSpeed #print(HeroClassCode.Piles.humanoidName) HeroClassCode.Piles.followPlayer() HeroClassCode.player.checkPickup() HeroClassCode.report_player_health() HeroClassCode.player.draw_player() HeroClassCode.draw_player_interface() Controls.playerControls() #draw death screen if player is dead