vue.js – Llamar una accion mapeada desde un hook de ciclo de vida

Estoy dando mis primeros pasos con VUE y VUEX.
Tengo un select que muestra opciones a partir de un JSON que obtengo y almaceno en la store.

// Store

import Vue from 'vue';
import Vuex from 'vuex';
import axios from 'axios'

Vue.use(Vuex)

export default new Vuex.Store({

  state: {
    tiposPropiedad :()
  },
  mutations: {
    setTiposPropiedad(state, data) {
      state.tiposPropiedad = data;
    }
  },
  actions: {
    fetchTiposPropiedad({ commit }) {
      let url = "www.miurl.com/datos.json"
      axios
        .get(url)
        .then(({ data }) => {
          commit('setTiposPropiedad', data);
      
        })
    }
  }
})

// Componente que se carga con los datos de la store

<template>
  <div>
    <button v-on:click="fetchTiposPropiedad">Cargar Props</button>
    <vSelect
      placeholder="¿Qué tipo de propiedad buscas"
      multiple
      label="nombre"
      :options="tiposPropiedad"
    >
    </vSelect>
  </div>
</template>

<script>
import vSelect from "vue-select";
import { mapState, mapActions } from "vuex";
import "vue-select/dist/vue-select.css";

export default {
  name: "Buscador",
  data() {
    return {
      localidades: ()
    };
  },
  computed: {
    ...mapState(("tiposPropiedad")),
  },
  methods: {
    ...mapActions(("fetchTiposPropiedad")),
  },
  components: {
    vSelect,
  },
};
</script>

<style scoped>
</style>

Este código funciona como lo espero, al apretar el boton “Cargar Props” efectivamente se llena el select con las opciones que necesito. Yo quisiera hacer uso del hook de ciclo de vida created() para no tener que apretar un botón, sino que las opciones se carguen cuando el componente sea creado (o montado, creo que es lo mismo).

Si hago

created(){
   fetchTiposPropiedad
}

me dice que la funcion “fetchTiposPropiedad” no existe. Cómo seria la forma correcta de ejecutar una acción mapeada desde un hook de ciclo de vida?

python 3.x – eu tô tentando fazer uma barra de saúde em cima do meu personagem, mas não aparece a barrinha vermelha quando ele perde vida e ele não morre

import pygame

pygame.init()
jan = pygame.display.set_mode((1000,563))
pygame.display.set_caption(‘Dino’)

walkRight = (pygame.image.load(‘Walk (1).png’), pygame.image.load(‘Walk (2).png’), pygame.image.load(‘Walk (3).png’), pygame.image.load(‘Walk (4).png’), pygame.image.load(‘Walk (5).png’), pygame.image.load(‘Walk (6).png’), pygame.image.load(‘Walk (7).png’), pygame.image.load(‘Walk (8).png’), pygame.image.load(‘Walk (9).png’), pygame.image.load(‘Walk (10).png’), pygame.image.load(‘Walk (11).png’), pygame.image.load(‘Walk (12).png’), pygame.image.load(‘Walk (13).png’), pygame.image.load(‘Walk (14).png’), pygame.image.load(‘Walk (15).png’))
walkLeft = (pygame.image.load(‘Walkleft (1).png’), pygame.image.load(‘Walkleft (2).png’), pygame.image.load(‘Walkleft (3).png’), pygame.image.load(‘Walkleft (4).png’), pygame.image.load(‘Walkleft (5).png’), pygame.image.load(‘Walkleft (6).png’), pygame.image.load(‘Walkleft (7).png’), pygame.image.load(‘Walkleft (8).png’), pygame.image.load(‘Walkleft (9).png’), pygame.image.load(‘Walkleft (10).png’), pygame.image.load(‘Walkleft (11).png’), pygame.image.load(‘Walkleft (12).png’), pygame.image.load(‘Walkleft (13).png’), pygame.image.load(‘Walkleft (14).png’), pygame.image.load(‘Walkleft (15).png’))
bg = pygame.image.load(‘bg.png’)
char = pygame.image.load(‘standing.png’)
chal = pygame.image.load(‘standingl.png’)

clock = pygame.time.Clock()

score = 0

class jogador(object):
def init(self, x, y, width, height):
self.x = x
self.y = y
self.width = width
self.height = height
self.vel = 5
self.isJump = False
self.jumpCount = 10
self.right = False
self.walkCount = 0
self.left = False
self.standing = True
self.hitbox = (self.x +20, self.y +2, 50, 83)

def draw(self,jan):
    if self.walkCount + 1 >= 45:
        self.walkCount = 0
    
    if not(self.standing):
        if self.right:
            jan.blit(walkRight(self.walkCount//3), (self.x,self.y))
            self.walkCount += 1
        elif self.left:
            jan.blit(walkLeft(self.walkCount//3), (self.x,self.y))
            self.walkCount += 1
    else:
        if self.right:
            jan.blit(char, (self.x, self.y))
        else:
            jan.blit(chal, (self.x, self.y))
    self.hitbox = (self.x +20, self.y +2, 50, 83)
    #pygame.draw.rect(jan, (255,0,0), self.hitbox, 2)

class proj(object):
def init(self, x, y, radius, color, facing):
self.x = x
self.y = y
self.radius = radius
self.color = color
self.facing = facing
self.vel = 8 * facing

def draw(self,jan):
    pygame.draw.circle(jan, self.color, (self.x, self.y), self.radius)

class inimi(object):
walkRight = (pygame.image.load(‘R1E.png’), pygame.image.load(‘R2E.png’), pygame.image.load(‘R3E.png’), pygame.image.load(‘R4E.png’), pygame.image.load(‘R5E.png’), pygame.image.load(‘R6E.png’), pygame.image.load(‘R7E.png’), pygame.image.load(‘R8E.png’), pygame.image.load(‘R9E.png’), pygame.image.load(‘R10E.png’), pygame.image.load(‘R11E.png’))
walkLeft = (pygame.image.load(‘L1E.png’), pygame.image.load(‘L2E.png’), pygame.image.load(‘L3E.png’), pygame.image.load(‘L4E.png’), pygame.image.load(‘L5E.png’), pygame.image.load(‘L6E.png’), pygame.image.load(‘L7E.png’), pygame.image.load(‘L8E.png’), pygame.image.load(‘L9E.png’), pygame.image.load(‘L10E.png’), pygame.image.load(‘L11E.png’))

def __init__(self, x, y, width, height, end):
    self.x = x
    self.y = y
    self.width = width
    self.height = height
    self.end = end
    self.path = (self.x, self.end)
    self.walkCount = 0
    self.vel = 3
    self.hitbox = (self.x + 17, self.y + 2, 31, 57)
    self.health = 10
    self.visible = True

def draw(self,jan):
    self.move()
    if self.visible:
        if self.walkCount + 1 >= 33:
            self.walkCount = 0

        if self.vel > 0:
            jan.blit(self.walkRight(self.walkCount //3), (self.x, self.y))
            self.walkCount += 1
        else:
            jan.blit(self.walkLeft(self.walkCount //3), (self.x, self.y))
            self.walkCount += 1

        pygame.draw.rect(jan, (255,0,0), (self.hitbox(0), self.hitbox(1) - 20, 50, 10))
        pygame.draw.rect(jan, (0,128,0), (self.hitbox(0), self.hitbox(1) - 20, 50 - (5 * (10 - self.health)), 10))
        self.hitbox = (self.x + 17, self.y + 2, 31, 57)
        #pygame.draw.rect(jan, (255,0,0), self.hitbox,2)

def move(self):
    if self.vel > 0:
        if self.x  + self.vel < self.path(1):
            self.x += self.vel
        else:
            self.vel = self.vel * -1
            self.walkCount = 0
    else:
        if self.x - self.vel > self.path(0):
            self.x += self.vel
        else:
            self.vel = self.vel * -1
            self.walkCount = 0 

def hit(self):
    if self.health > 0:
        self.visible -= 1
    else:
        self.visible = False
    print ('hit')
    

def redrawGameWindow():
jan.blit(bg, (0,0))
cara.draw(jan)
text = font.render(‘Score: ‘ + str(score), 1, (0,0,0))
jan.blit(text, (50,10))
enimi.draw(jan)
for bala in balas:
bala.draw(jan)

pygame.display.update()

#mainloop
font = pygame.font.SysFont(‘comicsans’,30, True, True)
cara = jogador(200,450,64,64)
rod = True
enimi = inimi(200,480,64,64,650)
tiro = 0
balas = ()
while rod:
clock.tick(27)

if tiro > 0:
    tiro += 1
if tiro > 3:
    tiro = 0


for event in pygame.event.get():
    if event.type == pygame.QUIT:
        rod = False

for bala in balas:
    #se estamos em cima do retangul ou embaixo
    if bala.y - bala.radius < enimi.hitbox(1) + enimi.hitbox(3) and bala.y + bala.radius > enimi.hitbox(1):
        #se tá do lado direito ou esquerdo
        if bala.x + bala.radius > enimi.hitbox(0) and bala.x - bala.radius < enimi.hitbox(0) + enimi.hitbox(2):
            enimi.hit()
            score += 1
            balas.pop(balas.index(bala))

    if bala.x < 1000 and bala.x > 0:
        bala.x += bala.vel
    else:
        balas.pop(balas.index(bala))



keys = pygame.key.get_pressed()
 


if keys(pygame.K_SPACE) and tiro == 0:
    if cara.left:
        facing = -1
    else:
        facing = 1
    
    if len(balas) < 5:
        balas.append(proj(round(cara.x + cara.width //2), round(cara.y + cara.height//1,5), 6, (0,0,0), facing ))

        tiro = 1
        
#fazendo com que ele não saia da tela
if keys(pygame.K_LEFT) and cara.x > cara.vel:
    cara.x -= cara.vel  
    cara.left = True
    cara.right = False 
    cara.standing = False
elif keys(pygame.K_RIGHT) and cara.x < 1000 - cara.width - cara.vel:
    cara.x += cara.vel
    cara.right = True
    cara.left = False
    cara.standing = False
else:
    cara.standing = True
    cara.walkCount = 0

if not(cara.isJump):
    if keys(pygame.K_UP):
        cara.isJump = True
        cara.right = False
        cara.left = False
        cara.walkCount = 0
else:
    if cara.jumpCount >= -10:
        neg = 1
        if cara.jumpCount < 0:
            neg = -1
        cara.y -= (cara.jumpCount ** 2) * 0.5 * neg
        cara.jumpCount -= 1
    else:
        cara.isJump = False
        cara.jumpCount = 10

redrawGameWindow()

pygame.quit()

brazil – I’m Brazilian and moved to the UK 10 years ago with my mother. We are both with our UK Citizen vida

I was only 16 years old when I moved from Brazil to the Uk with my mother. My sister was already 18 years old and our lawyer couldn’t get a visa for her because she was already classified as a adult.
At the time we were advised to wait into she could come as a student and apply for a family visa because of my mother and I having a visa. it could be easier or maybe not if law doesn’t change.
I would like a advise on these situation, please. Is there any chance for my sister to have a visa and live with her family in the UK?

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