making health updating auto

more optimised than doing it each frame
This commit is contained in:
⍚~Nex
2025-07-06 14:43:00 +02:00
parent 1b0ad7d3a6
commit a6c390f10e
+9 -11
View File
@@ -247,12 +247,12 @@ class PlayState extends MusicBeatState
/**
* Current health. Goes from 0 to maxHealth (defaults to 2)
*/
public var health:Float = 1;
public var health(default, set):Float = 1;
/**
* Maximum health the player can have. Defaults to 2.
*/
@:isVar public var maxHealth(get, set):Float = Flags.DEFAULT_MAX_HEALTH;
public var maxHealth(default, set):Float = Flags.DEFAULT_MAX_HEALTH;
/**
* Current combo.
*/
@@ -556,13 +556,13 @@ class PlayState extends MusicBeatState
curRating = event.rating;
}
private inline function get_maxHealth()
return this.maxHealth;
private function set_maxHealth(v:Float) {
if (healthBar != null && healthBar.max == this.maxHealth) {
healthBar.setRange(healthBar.min, v);
}
return this.maxHealth = v;
private inline function set_health(v:Float)
return health = FlxMath.bound(v, 0, maxHealth);
private inline function set_maxHealth(v:Float) {
if (healthBar != null && healthBar.max == maxHealth) healthBar.setRange(healthBar.min, v);
maxHealth = v;
health = health; // running the setter - Nex
return maxHealth;
}
private inline function get_curStage()
@@ -1283,8 +1283,6 @@ class PlayState extends MusicBeatState
iconP1.x = center - iconOffset;
iconP2.x = center - (iconP2.width - iconOffset);
health = FlxMath.bound(health, 0, maxHealth);
iconP1.health = healthBarPercent / 100;
iconP2.health = 1 - (healthBarPercent / 100);
}