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Healthbar not decreasing when player is collided with the laser


By : Moran Golan
Date : October 17 2020, 06:10 PM
I wish did fix the issue. HealthBar is of type Slider. CalculatingHealth is a function that does not return anything (so void). You try to set a variable initialy initialized to type Slider to a void value. This is not possible.
You could:
code :
float CalculatingHealth()
{
    return healthdecrease =  CurrentHealth / MaxHealth;
}
HealthBar.value = CalculatingHealth();


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Collision script on an object to be collided with from the player for pickup


By : user3398963
Date : March 29 2020, 07:55 AM
I hope this helps . This function will never get called because your capitalisation is wrong. Capitalise the first letter of the function name.
code :
void OnTriggerEnter(Collider c)
void onTriggerEnter(Collider c)

Detecting whether the player has collided w/ the bottom of an object (rectangles)


By : Vijaya Neti
Date : March 29 2020, 07:55 AM
it fixes the issue Your collision detection is written in a way that allows the last iteration to override all earlier checks. Instead of that, have canMoveUp set to True before the loop, and the loop should only set it to False or leave it alone.

Find out which node (that shares the same category bitmask with other nodes) collided with my player node [Swift & S


By : Shyama Praveena
Date : March 29 2020, 07:55 AM
it fixes the issue Take a look at SCNPhysicsContact and SCNPhysicsContactDelegate. That will give you the exact nodes that collided.

In my simple game, the player always erases the laser warnings, and I cannot seem to fix it.


By : john peters
Date : March 29 2020, 07:55 AM
To fix this issue Working project here: https://jsfiddle.net/ay7kp7yb/1/
I think the best approach to solve this problem is to work with the classic pattern. That way all events that occur in the game need to be chained to a main loop (see: Game Loop).
code :
while (true)
{
  processInputs();
  updateObjects();
  render();
}
// game states
var STATE_TITLE_SCREEN = 0;
var STATE_GAME_STARTING = 1;
var STATE_RUNNING = 2;
var STATE_PLAYER_DYING = 3;
var STATE_GAME_OVER_SCREEN = 4;

// current state
var gameState = STATE_TITLE_SCREEN;

// time of the current state
var gameStateTime = 0;

// change the state and reset the time of last state
function setGameState(state) {
    gameState = state;
    gameStateTime = 0;
}
var minIteractionTime = 10;
var mainGameLoop = setInterval (function () {

    switch (gameState) {

        case STATE_TITLE_SCREEN:
            // Title screen (on press space bar, change gameState to STATE_GAME_STARTING)
        break;

        case STATE_GAME_STARTING:
            // Starting game, reset variables, countdown to start, etc...
            score = 0.0;

            // run the game after 5s
            if (gameStateTime>5000)
                setGameState(STATE_RUNNING);

        break;

        case STATE_RUNNING:
            score += (0.1/100.0);  // 0.1 points after 100 miliseconds

            // CLEAR THE SCREEN HERE

            drawScore();
            player.draw(); // draw the player ONLY here
            laserWarning.draw(); // Draws the warnings AFTER draw the player
            laserbeam.burn(player); // try to burn the player
        break;



        case STATE_PLAYER_DYING:
            // player dying animation..

            // after 5s, change show the game over screen
            if (gameStateTime>5000)
                setGameState(STATE_GAME_OVER_SCREEN);
        break;

        case STATE_GAME_OVER_SCREEN:
            // draw the game over screen here

            // after 5s returns to the title screen
            if (gameStateTime>5000)
                setGameState(STATE_TITLE_SCREEN);
        break;
    }

    // add the loop time in the gameStateTime variable
    gameStateTime += minIteractionTime;

}, minIteractionTime);
LaserWarning.prototype.draw = function () {
    this.warningTime += minIteractionTime;

    if (this.warningTime>100) {
        // draw the warning only after firsts 100ms
    }

    if (this.warningTime>=750) { // warning time
        // timer reset
        this.warningTime = 0;
    }

}
Laserbeam.prototype.burn = function (player) {
    this.warmingUpTime += minIteractionTime;

    if (this.warmingUpTime>=750) { // same time of warning

        // draw the laser

        // check if burns the player
        if (player.checkWallCollision()) {
            setGameState(STATE_PLAYER_DYING);
        }
    }
}
var gameKeys = {
    37: "left",
    38: "up",
    39: "right",
    40: "down",
    32: "space"
};

// for all iteractions, check the current state
$("body").keyup(function (event) {

    var lastKey = gameKeys[event.keyCode];

    switch (gameState) {
        case STATE_RUNNING:
            if (lastKey === "left") {
                player.moveLeft();
            } else if (lastKey === "right") {
                player.moveRight();
            } else if (lastKey === "up") {
                player.moveUp();
            } else if (lastKey === "down") {
                player.moveDown();
            };
        break;

        case STATE_TITLE_SCREEN:
            if (lastKey=="space")
                setGameState(STATE_GAME_STARTING);
        break;
    }
});

Trigger an event if the collided object has the tag "Player"


By : Claudio D.
Date : March 29 2020, 07:55 AM
Does that help I have a trigger zone around a spider terrarium in my game and would like that to trigger the spider's animation when the player walks into the trigger, here is my attempt, but it is returning an error "The name 'col' does not exist in the current context". in advance! ,
The name 'col' does not exist in the current context
code :
private void OnCollisionEnter(Collision collision)
{
    if (col.gameObject.tag == "Player")
    {
        anim.SetTrigger("spider");

    }
}
private void OnCollisionEnter(Collision collision)
{
    if (collision.gameObject.tag == "Player")
    {
        anim.SetTrigger("spider");

    }
}
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