comment out last two references to old PlayerState.current_health
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@ -28,13 +28,13 @@ func _on_enemy_died(enemyDifficulty, enemyTier, _enemyFaction) -> void:
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# use xp to next level and current level, subtract, figure out percentage per point exp, add to display?
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# use xp to next level and current level, subtract, figure out percentage per point exp, add to display?
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func _get_player_current_health() -> void:
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# func _get_player_current_health() -> void:
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var playerCurrHeath = PlayerState.current_health
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# var playerCurrHeath = PlayerState.current_health
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$PlayerHealthBar/PlayerHealthCurrent.text = str(playerCurrHeath)
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# $PlayerHealthBar/PlayerHealthCurrent.text = str(playerCurrHeath)
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$PlayerHealthBar.value = playerCurrHeath
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# $PlayerHealthBar.value = playerCurrHeath
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if playerCurrHeath <= 0:
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# if playerCurrHeath <= 0:
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%PlayerInfo/PlayerHealthBar.value = 0
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# %PlayerInfo/PlayerHealthBar.value = 0
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Engine.time_scale = 0.0001
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# Engine.time_scale = 0.0001
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func _set_player_display() -> void:
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func _set_player_display() -> void:
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@ -9,6 +9,6 @@ var experience := 0.0
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var level := 1.0
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var level := 1.0
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var max_health := constitution * 100
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var max_health := constitution * 100
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# TEST: change current health to var on player and use signals to take damage?
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# TEST: change current health to var on player and use signals to take damage?
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var current_health := max_health
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# var current_health := max_health
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var max_resource := 100
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var max_resource := 100
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var weapon_type: Globals.Weapon.WeaponType
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var weapon_type: Globals.Weapon.WeaponType
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