Timer Bar... I am stumped.

I need some help fellow GS members. I have looked at tshirtbooths tutorials on health bars, but can't seem to figure this out.
I am building 1 scene for many different levels. Each level has a Timer, but they change depending on the difficulty. Each level has a timer between 25 and 15 seconds. Its a mix.

I have created a horizontal timer bar that shrinks to the left. I am adding a power up that will allow the player to add 5 seconds. Using interpolate will not work because once interpolate starts counting down to 0, there is no adding to it and the power up fails.

The only workaround I could find was using a timer
every .01 seconds -> change.attribute Level.timer to level.timer -.01.

This kind of works, but not sure how to get the timer bar to constrain to it.

Any help would be appreciated.

Thanks!
Crestwood

Comments

  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    edited July 2014
  • crestwoodgamescrestwoodgames Member Posts: 191

    @tatiang‌ thanks for the help, but I am still a bit confused.
    Your exampled has the following to constrain the size.
    50*(self.health/10)

    Actor is 50px wide, and every collision takes 10 away.

    This works fine if every time the actor is hit they lose health by 10. What I am trying to figure out is a smooth countdown.

    My timer bar is 300px wide. I am wanting to countdown from 25 seconds to 0 and have the bar shrink smoothly with it. All of the formulas I try seem to make my bar really small, or really big.

    Interpolate does not work if I want to add to the time every time the person adds to it during the countdown. They have a power up that they can use to add 5 seconds when they need it.

    I know I am probably making this a lot more complicated than it has to be Lol.

    Any help is appreciated.

    Thanks!

  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949

    I made a demo for you.

  • crestwoodgamescrestwoodgames Member Posts: 191

    @tatiang‌ Thank you very much! That's some serious coding and I would not have not figured that out.

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