Godot Version
4.3
Question
Godot health bar not working
I was following this tutorial https://youtu.be/n8D3vEx7NAE?t=2372 and at 39:29 I tested the health bar and it went from 100% to 63% to 0% then it would reset the player and health bar back to 100.
Video of issue
code for world:
extends Node3D
@onready var main_menu = $CanvasLayer/MainMenu
@onready var address_entry = $CanvasLayer/MainMenu/MarginContainer/VBoxContainer/AdressEntry
@onready var hud = $CanvasLayer/Hud
@onready var health_bar = $CanvasLayer/Hud/HealthBar
const PORT = 9999
var enet_peer = ENetMultiplayerPeer.new()
const Player = preload(“res://player.tscn”)
func _unhandled_input(event: InputEvent) → void:
if Input.is_action_just_pressed(“quit”):
get_tree().quit()
func _on_host_button_pressed() → void:
main_menu.hide()
hud.show()
enet_peer.create_server(PORT)
multiplayer.multiplayer_peer = enet_peer
multiplayer.peer_connected.connect(add_player)
add_player(multiplayer.get_unique_id())
func _on_join_button_pressed() → void:
main_menu.hide()
hud.show()
enet_peer.create_client("localhost", PORT)
multiplayer.multiplayer_peer = enet_peer
func add_player(peer_id):
var player = Player.instantiate()
player.name = str(peer_id)
add_child(player)
if player.is_multiplayer_authority():
player.health_changed.connect(update_health_bar)
func update_health_bar(health_value):
health_bar.max_value = 3
health_bar.value = health_value
func _on_multiplayer_spawner_spawned(node: Node) → void:
if node.is_multiplayer_authority():
node.health_changed.connect(update_health_bar)
code for player:
extends CharacterBody3D
signal health_changed(health_value)
@onready var camera = $Camera3D
@onready var anim_player = $AnimationPlayer
@onready var muzzle_flash = $"Camera3D/357/MuzzleFlash"
@onready var raycast = $Camera3D/RayCast3D
var health = 3
const SPEED = 10
const JUMP_VELOCITY = 7
func _enter_tree():
set_multiplayer_authority(str(name).to_int())
func _ready() -> void:
if not is_multiplayer_authority(): return
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
camera.current = true
func _unhandled_input(event):
if not is_multiplayer_authority(): return
if event is InputEventMouseMotion:
rotate_y(-event.relative.x * .005)
camera.rotate_x(-event.relative.y * .005)
camera.rotation.x = clamp(camera.rotation.x, -PI/2, PI/2)
if Input.is_action_just_pressed("shoot") and anim_player.current_animation != "shoot":
play_shoot_effects.rpc()
if raycast.is_colliding():
var hit_player = raycast.get_collider()
hit_player.receive_damage.rpc_id(hit_player.get_multiplayer_authority())
func _physics_process(delta: float) -> void:
if not is_multiplayer_authority(): return
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir := Input.get_vector("left", "right", "up", "down")
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
if anim_player.current_animation == "shoot":
pass
elif input_dir != Vector2.ZERO and is_on_floor():
anim_player.play("move")
else:
anim_player.play("idle")
move_and_slide()
@rpc("call_local")
func play_shoot_effects():
anim_player.stop()
anim_player.play("shoot")
muzzle_flash.restart()
muzzle_flash.emitting = true
@rpc("any_peer")
func receive_damage():
health -= 1
if health <= 0:
health = 3
position = Vector3(0, 5, 0,)
health_changed.emit(health)
func _on_animation_player_animation_finished(anim_name: StringName) -> void:
if anim_name == "shoot":
anim_player.play("idle")
so far the code it works fine, shoot a player 3 times and they die, its probably some simple error that I don’t know about. But if you figure it out please let me know.