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I have a Player with a
var Livepoints = 20
I want to shoe these Livepoints with small HeartSprites. I have twenty of them. Theier names are like this:
Now I want that there are only so much sprites visible as much Livepoints the Player has.
What’s the point of updating it if the value hasn’t changed?
jgodfrey | 2020-03-14 01:12
Ok, then it is doesnt matter when it is upgradet.
(I edit the question)
Godot_Starter | 2020-03-14 08:30
Just to make sure I understand you right: you want to display the health of the player by showing hearts on the screen?
I am not sure why you want to name the sprites differently, do the hearts look different?
Assuming that there is only 1 heart sprite, I would approach it like this:
- Load the sprite into whatever scene you want to use it in (I guess making a HUD scene with a control node would be best)
const HEART = load('path_to_your_heart')
On the HUD scene create something that can hold and organise the hearts, like a HBoxContainer node.
Now you want to create a function that adds a heart sprite to that HBoxContainer for every point of health the player has.
Something like this:
for heart in Lifepoints:
Once you actually play the game, you want to eventually add some more functionality that whenever the player gets hit or gains a lifepoint, that you empty the entire HBoxContainer and then add the hearts again depending on the new amount of lifepoints.
Hope that helps.
P.S. I don’t have Godot open in front of me, but I am reasonably sure it would work like that. But you might need to tinker around with it.
But now every heart is on the same place. How can I fix that?
Godot_Starter | 2020-03-14 13:24
The HBoxContainer should take of that. I assume you are putting the heart into a sprite node? Replace that sprite node with a textureRect node and they should appear next to each other.
1izNoob | 2020-03-14 14:47