|
@@ -449,8 +449,12 @@ Try the game again to see a nice blocky animation.
|
|
|
|
|
|
::
|
|
|
|
|
|
- Every time the player takes a hit, the `GUI` calls `_on_Player_health_changed`, which in turn calls `update_health`. This updates the animation and the `number_label` and `bar` follow in `_process`.
|
|
|
- The animated life bar that shows the health going down gradually is just a trick. It makes the GUI feel alive. If the `Player` takes 3 damage, it happens in an instant.
|
|
|
+Every time the player takes a hit, the ``GUI`` calls
|
|
|
+``_on_Player_health_changed``, which in turn calls ``update_health``. This
|
|
|
+updates the animation and the ``number_label`` and ``bar`` follow in
|
|
|
+``_process``. The animated life bar that shows the health going down gradually
|
|
|
+is just a trick. It makes the GUI feel alive. If the ``Player`` takes 3 damage,
|
|
|
+it happens in an instant.
|
|
|
|
|
|
Fade the bar when the Player dies
|
|
|
---------------------------------
|
|
@@ -461,7 +465,7 @@ bar as well when the character died. We will reuse the same ``Tween``
|
|
|
node as it manages multiple animations in parallel for us.
|
|
|
|
|
|
First, the ``GUI`` needs to connect to the ``Player``'s ``died`` signal
|
|
|
-to know when it just died. Press :kbd:``F1`` to jump back to the 2D
|
|
|
+to know when it just died. Press :kbd:`F1` to jump back to the 2D
|
|
|
Workspace. Select the ``Player`` node in the Scene dock and click on the
|
|
|
Node tab next to the Inspector.
|
|
|
|