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GMS 2 help healtbar flash

diester

Member
Good evening, I still need your knowledge.

I created a life bar and would like to have it flashing at a certain percentage.
what I did, a bar life with the value 40 (which is the max of life).
I then try to apply a flash when the bar reaches 10 of life.

the problem is that it flashing when it is 40 ( max life) :confused:.

here is the main code to make it flashing:

creat :
Code:
draw_health_ = 0;

flash = 0;
step :

Code:
if (!variable_instance_exists(id, "max_health_")) max_health_ = 40;
max_health_ =- real(10);

alarm[1] = game_get_speed(gamespeed_fps);
    if(flash = 0)
{
    flash = 1;
    alarm[2] = room_speed/5;
    image_alpha = 0.5;
}
alerte 2 :

Code:
image_alpha = 1;
alarm[3] = room_speed/5;
alerte 3 :

Code:
flash = 0;
draw :

Code:
draw_self();

if !instance_exists(obj_player) exit;

draw_health_ = lerp(draw_health_, obj_player.health_, .20);


col = merge_color($FF0000FF,$FFFFFF, 0.5)


    draw_set_color(col);
   
draw_rectangle( x+4, y+4, x+126*draw_health_/obj_player.max_health_, y+11, false) ;
sorry for my english i use translator
 

CedSharp

Member
Your condition for flashing is "if( flash = 0 )", you don't test the health...
You probably want something like "if( flash = 0 && health <= 10 )"

Hope this helps ~
Cedrik
 

diester

Member
I will test but if I put that it does not blink at all neither at the beginning nor at 10 of life

Code:
if (!variable_instance_exists(id, "max_health_")) max_health_ = 40;
max_health_ =- real(10);

alarm[1] = game_get_speed(gamespeed_fps);
    if ( flash = 0 && health <= 10 )   " i have try : max_health_ and health_ " dont run
{
    flash = 1;
    alarm[2] = room_speed/5;
    image_alpha = 0.5;
}
that's why I do not understand that it is flashing with the bar at max and not a 10 of life oO

in obj_player ( creat)

Code:
spd_bounce = 0;
max_health_ = 40;
health_ = max_health_;
 
Last edited:

Bentley

Member
max_health_ =- real(10);
That seems weird. Are you trying to subtract 10 from max_health? You would just use max_health_ -= 10.
 

diester

Member
not in fact this line meant that if life is 10 or less, it launches the flash
 
Last edited:

CedSharp

Member
To make a "do this if something" you normally use a "if()" statement.
Here is how your code should probably look:

Code:
// Create Event

max_health = 40;
draw_health = max_health;

flashing = false;
flash_time = room_speed / 5;
health_visible = true;
Code:
// Step Event

// you can use obj_player.health_,
// but health is a global variable,
// check the documentation
if(!flashing && health <= 10) {
  flashing = true;
  health_visible = false;
  alarm[0] = flash_time;
}
else if(flashing && health > 10) {
  flashing = false;
  alarm[0] = 0; // Stop the alarm
  health_visible = true;
}
Code:
// Alarm 0
health_visible = !health_visible;
if(flashing) {
  alarm[0] = flash_time;
}
Code:
// Draw Event
draw_self();

if(health_visible && instance_exists(obj_player)) {
  draw_health = lerp(draw_health, obj_player.health_, .20);
  // BBGGRR, 8 is half of 16 (0 - F = 16 values)
  draw_set_color($8888FF); // same as your merge color code, but without running scripts!
  draw_rectangle( x+4, y+4, x+126*draw_health/max_health, y+11, false) ;
}
I didn't test this code, but with this you should have a nice Idea of how to write the code :p
~ Hope this helps
 

diester

Member
not always not ...... I do not understand what's wrong. it is not so complicated. that torments me XD
 

Joe Ellis

Member
It's cus of this part in the step event:

if(flash = 0)
{
flash = 1;
alarm[2] = room_speed/5;
image_alpha = 0.5;
}

So it makes it start flashing straight away, you need to add another condition before that: if (health_ <= 10) && (flash = 0)
 

FrostyCat

Member
You just need to set the alarm only when the health transitions from above 10 to not, and all that takes is a was-is flag.

Read this: Restricting Unwanted Repetition with Flags (was-is flags)

Create:
Code:
was_low = false;
is_low = false;

draw_health_ = 0;
health_visible = true;
Step:
Code:
is_low = obj_player.health_ <= 10;
if (was_low ^^ is_low) {
  if (is_low) { // From above 10 to lower
    alarm[0] = room_speed/5;
    health_visible = false;
  } else { // From 10 or below to higher
    alarm[0] = -1;
    health_visible = true;
  }
}
was_low = is_low;
Alarm 0:
Code:
health_visible = !health_visible;
alarm[0] = room_speed/5;
Draw:
Code:
draw_self();
draw_health_ = (abs(draw_health_-obj_player.health_) < 1) ? obj_player.health_ : lerp(draw_health_, obj_player.health_, 0.2);
if (health_visible && instance_exists(obj_player)) {
  draw_set_color($8888FF);
  draw_rectangle(x+4, y+4, x+126*draw_health_/obj_player.max_health_, y+11, false) ;
}
 

diester

Member
I still do not understand why the codes that should have worked did not work ... I'm going to search because I like to understand.

this said thank you this code works in addition I just learned to use this feature that I did not know and that can be useful in many cases. Thank you FrostyCat for the code but also the function I did not know. :D
 
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