Game maker two health bars




















In this tutorial we will learn how to create a player health bar by setting up a variable for the player health. The number assigned to this variable are the number of frames on the GIF. This tutorial could be replicated for lives. Note you may already have coded this in a previous tutorial. If so skip to the Create a HealthBar object section. There is a tutorial on how to create a camera room , if you want your healthbar to follow the camera use the following code.

This is what the code should look like for the code to function. Your email address will not be published. Step 2: Drawing the healthbars Ok, now we have to actually show each health bar on the screen. Here we go:. The global. And there you go. Pretty easy, eh? Anyhow, that concludes another SoulHow guide. Feel free to use any of the code, etc. If you enjoyed this article, please consider checking out the rest of the blog.

Hey thanks for this its what i really needed. Theres an older one on there right now butt ill change it later Thanks again. Guys, everything you need to know is in the article. Nevermind, you just draw the bottom rectangle first. Thank you soooooooooooo much!! For example, the current available health bar types are these: Icon - Represent health via icons like in the old Zelda games!

Bar [Rectangle] - Represent health with a sprite that can fill along a horizontal or vertical axis! Supports fill masks and two animation modes!

Bar [Circle] - Represent health with a sprite that can fill in a circular motion between any two angles! More information. The GUI scene already contains a Tween child node stored in the tween variable.

Let's now use it. It takes seven arguments:. The last two arguments combined correspond to an easing equation. This controls how the value evolves from the start to the end point. Click the script icon next to the GUI node to open it again. The Number node needs text to update itself, and the Bar needs a float or an integer. The starting point is the current value the bar's at.

And 0. The animation will not play until we activated the Tween node with tween. We only have to do this once if the node is not active. Add this code after the last line:. Although we could animate the health property on the Player , we shouldn't. Characters should lose life instantly when they get hit. It makes it a lot easier to manage their state, like to know when one died. You always want to store animations in a separate data container or node.

The tween node is perfect for code-controlled animations. For hand-made animations, check out AnimationPlayer. Let's fix this. Play the game to see the bar animate smoothly. But the text displays decimal number and looks like a mess. And considering the style of the game, it'd be nice for the life bar to animate in a choppier fashion. The animated life bar that shows the health going down gradually is a trick.

It makes the GUI feel alive. If the Player takes 3 damage, it happens in an instant. When the green character dies, it plays a death animation and fades out. At this point, we shouldn't show the interface anymore. Let's fade the bar as well when the character died.

We will reuse the same Tween node as it manages multiple animations in parallel for us. First, the GUI needs to connect to the Player 's died signal to know when it died. Select the Player node in the Scene dock and click on the Node tab next to the Inspector.

Find the died signal, select it, and click the Connect button. The Path to Node should be.. Leave the Make Function option on and click Connect at the bottom of the window. This will take you to the GUI. You should see a pattern by now: every time the GUI needs a new piece of information, we emit a new signal.

Use them wisely: the more connections you add, the harder they are to track. To animate a fade on a UI element, we have to use its modulate property. It lets you toggle the visibility of the node, assign a shader to it, and modify it using a color with modulate.

If we darken any of the first three channels it darkens the interface. If we lower the alpha channel, our interface fades out. We're going to tween between two color values: from a white with an alpha of 1 , that is to say at full opacity, to a pure white with an alpha value of 0 , completely transparent. Use the Color constructor to build two Color values.



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