HealthBar | Show how much health a player | Video Player library
kandi X-RAY | HealthBar Summary
kandi X-RAY | HealthBar Summary
Shows how much health a player has by using nametags.
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Top functions reviewed by kandi - BETA
- Executes healthbar command
- Get health bar
- Update health bar
- Set the player s position
- Update health bar .
- On nick change .
- Update health bar .
- Listen for player login event .
- Get plugin .
HealthBar Key Features
HealthBar Examples and Code Snippets
Community Discussions
Trending Discussions on HealthBar
QUESTION
The clones spawn with an EnemyHealth script where their health parameters are set. Within in this script is a function called TakeDamage(). My only guess is that I'm not explicitly defining which enemy needs to have it's health drained within TakeDamage() but I'm having some trouble wrapping my head around that because each clone has its own health and TakeDamage() is called from my PlayerAttack script when the weapon collides with the enemy, so I was assuming it would only happen to the colliding enemy. But I guess I need a defined way for TakeDamage() to only affect the enemy that's involved with the collision.
I'm self taught so I apologize if this is simple or a poor question, I've searched all over the place for several days now so I hope someone can help!
EnemyHealth Script: ...
ANSWER
Answered 2021-May-20 at 23:20The reason only one enemy is taking damage is because you are referencing one enemies health component. Whatever enemy you assign in the inspector to your enemyHealth
variable is the one that will take damage.
Remove the enemyHealth variable from your PlayerAttack class.
Inside of the collision function, you will get the enemyHealth from the object that you collided with.
QUESTION
whenever the player uses its jetpack or when there's a lot of velocity, the player stutters. I tried using interpolate and other things like that but the only outcome was even more stutter. If anyone knows what the cause for the stuttering is, please tell me and if you want to, maybe even explain your answer :)
here is what i mean by the player stuttering : https://www.youtube.com/watch?v=k6q3vvQtwjM
here is my player code :
...ANSWER
Answered 2021-May-16 at 04:39First of all whenever dealing with Rigidbodies you do not want to use the Transform
component to move an object. You rather want to only move it via the Rigidbody
/Rigidbody2D
component!
Then there is a general issue. You can either move your object hard based on the input or use the physics and forces. Both at the same time is not possible because both transform.position
or the actually "correct" Rigidbody2D.MovePosition
will overrule the forces so these two systems are clashing all the time.
Therefore I would rather simply overwrite the velocity
directly like e.g.
QUESTION
In my game I have a player with health and I am currently trying to add a healthbar but my one problem is that when my player loses hp my healthbar doesn't change. In my scripts the script that updates the heathbar is linked to my health script but when my player loses hp, the players hp doesn't change in the healthbar and I am unsure why. I know that the player does lose hp so the problem is that even though the scripts are linked the hp doesn't change on the separate script. The script for my healthbar:
Apologies if the code is bad I am a noob programmer.
...ANSWER
Answered 2021-May-12 at 20:37What you want to do is NOT have your health bar inherit the Health script. Inheritance will allow you to extend the class, that is not what you want to do here. Instead you want a reference to an instance of the Health class from your health bar script.
Put the health on the game object that needs health. player, enemy, etc.
QUESTION
I am working on a tower defense game with HTML, CSS, and JS. I want to be able to create svg circles that will follow a path using an svg animation. In order to do this, I wrote this code:
...ANSWER
Answered 2021-May-05 at 20:46SVG maintain their own timings. Adding an element to the SVG, will start it at the current clock. To do what you want, you actually need to delay the start
QUESTION
I'm getting this error TypeError: list indices must be integers or slices, not str in this piece of code (I'm creating a game and I'm assigning some string to images.
I'm trying to get the game to add some score when the right image is hit and for that I need to get this to work and I'm a bit lost right now.
I would appreciate it if you help me!
...ANSWER
Answered 2021-Mar-14 at 21:24You have a list, somewhere, which wants to eat an integer but instead you are feeding it a string.
Since your error is located around SUFFIX_MAP and since SUFFIX_MAP is used only in the enemy class... the issue is in enemy's __init__
:
QUESTION
So I am currently making a game where the hotdog shoots bullets that should damage the Enemy. But after the bullet-enemy collision, The red healthbar that signifies its health does not shrink at all. Any tips on how to fix this? Thanks in advance.
...ANSWER
Answered 2021-Feb-17 at 02:42I don't know if it's the only issue, but you are missing a set of parentheses when you are attempting to call the hit method:
QUESTION
I have class named HealthComponent and GamemodeBase with .cpp and .h files. In GamemodeBase header file i had declared void funtion HealthBar(float fHealth). I want to call it in HealtComponent implementation file but i getting indentifier not found error. I include GamemodeBase.h so IMO this should work.
...ANSWER
Answered 2021-Jan-13 at 14:20You either need to make HealthBar a static function and call it with GameModeBase::HealthBar() or make an object of GameModeBase in HealthComponent and call it with object.HealthBar()
QUESTION
I've created a "game" where you can attack enemies with a sword. All damages applies to only one enemy, even if i attack the other one. Also when I destroy the first I get this message
MissingReferenceException: The object of type 'RectTransform' has been destroyed but you are still trying to access it.
How do I fix it? Here's my code:
Attached to the enemy
...ANSWER
Answered 2021-Jan-02 at 11:51private void Start()
{
enemyHealth = GameObject.FindGameObjectWithTag("Enemy").GetComponent();
}
QUESTION
Before I begin with the question, I know there are lots of similar questions to this but I have no control of the objects I turn into JSON therefore I can't simply exclude fields that reference the same object.
I found that explaining the structure of my applications help people understand my question more, so here I go!
I have 2 applications, a Logic application (where all the heavy operations take place) and a Instrumented application (an application which is injected into an old game and has to be kept light).
The 2 applications communicate via RMI (Remote Method Invocation).
The Instrumented Application sends Objects that are fetched from the old game using the Reflection API to the Logic Application (via RMI as that's how the 2 communicate).
Most of the objects are Un-serializable (Do not implement Serializable, and can't be serialized except by using BCL libraries which I don't want to do as it's bad practice to force-serialize objects as they may cause problems(security) serialized).
As mentioned in the above paragraph, due to them being un-serializable I can't just turn them into byte arrays and send so I've went through and used GSON which doesn't require the objects to implement Serializable.
When I first tried out serializing the objects, it worked except a couple of objects printed out Stack overflow errors when trying to serialize them (toJSON).
Why I think the error occurred: The object has a superclass.. The object contains references of itself (Fields)
I can't show the object itself as it's in a game and its obfuscated, but I can show my wrapper to it which shows the fields and their types.
The Object Itself (The one causing Stack Overflow errors when toJSON is executed upon it) :
...ANSWER
Answered 2020-Dec-02 at 01:14I don't think there's a way around it except using BCEL libraries and changing circular fields to transient or making the class Serializable and its contents..
QUESTION
The other button are working fine, but only surrender button is not working. When I pressed surrender for the first time it works, but if I start a new game and press surrender again, it doesn't have response anymore. I've tried adding counter in the surrender() methods, but still not working.
...ANSWER
Answered 2020-Dec-01 at 19:13It's because you're reassigning the surrender
method to false
in newGame
. If you remove that line it works:
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PHP requires the Visual C runtime (CRT). The Microsoft Visual C++ Redistributable for Visual Studio 2019 is suitable for all these PHP versions, see visualstudio.microsoft.com. You MUST download the x86 CRT for PHP x86 builds and the x64 CRT for PHP x64 builds. The CRT installer supports the /quiet and /norestart command-line switches, so you can also script it.
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