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Newcomers AppGameKit Corner / [SOLVED] simple health bar not working correctly

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dandrews
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Posted: 20th Nov 2021 04:17
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i have a simple health bar code that seems to only work for full health and no health, meaning the size only changes when its dead

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PartTimeCoder
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Posted: 20th Nov 2021 04:36
I made this a while ago if its any help

I actually have an updated version of that include here somewhere on a HDD with text overlays and stuff, I'll see if I can find it.
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PartTimeCoder
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Posted: 20th Nov 2021 04:41 Edited at: 20th Nov 2021 04:46
I had renamed it to "ProgressBar", but the same thing

ProgressBar.agc






Edit: [c]/[m] are placeholder to automatically insert "Current, Maximum" values

How that helps
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dandrews
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Posted: 20th Nov 2021 04:47
thats great! thank you ill be looking at that for sure. my original code is still bugging me though lol
PartTimeCoder
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Posted: 20th Nov 2021 04:52
lol, as I remember the math was a little tricky to get right, a static bar is easy enough but making it dynamic was a bit of a challenge.
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dandrews
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Posted: 20th Nov 2021 04:59
i need to work on making functional code like that instead of hundreds of lines setting positions and so on
PartTimeCoder
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Posted: 20th Nov 2021 05:09 Edited at: 20th Nov 2021 05:10
Yeah I like to write modular code, if you think of everything in your game as an independent system and code it as such you then build a library of "drop in" solutions for the next projects.

Actually, looking over that code it could use some refactoring, and the text is not getting deleted, the functional part is good though I just have not used it in a project so there are edge cases you might need to catch.
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dandrews
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Posted: 20th Nov 2021 16:34
omg i had an extra "p" in progress somewhere..............
PartTimeCoder
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Posted: 20th Nov 2021 16:57
HaHa, it happens ...

You can use #Option_Explicit to avoid stuff like that, it makes AppGameKit act more like C (for example) so you have to declare variables first and anything not declared (like progress with 2 p's lol) will get pinged by the compiler
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dandrews
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Posted: 20th Nov 2021 22:36
so when i use optionexplict my for i loops come up as i isnt defined like this one
Virtual Nomad
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Posted: 20th Nov 2021 23:01 Edited at: 20th Nov 2021 23:03
#option_explicit is very strict.

ie, your variable i isn't explicitly declared.

so, something like:

is required before you use it.
dandrews
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Posted: 20th Nov 2021 23:21
I see thank you. Is it better to locally declare i for every loop or to use global once?
PartTimeCoder
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Posted: 21st Nov 2021 02:48
Noooooooo!

Generally speaking you want to avoid globals *where you can*, I would declare locally every time.
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Phaelax
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Posted: 21st Nov 2021 08:18
Quote: "pprogress_step = Aliennumber*100.0/totalaliens/100
setspritesize(wave.hpbarfront, pprogress_step*300,20)"


This confuses me. Should be as simple as:
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PartTimeCoder
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Posted: 21st Nov 2021 08:37
Its only easy, when you know how
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dandrews
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Posted: 21st Nov 2021 16:36 Edited at: 21st Nov 2021 17:14
si i tried something..... now im just unclear how to add "name" and ".hpbarfront"

im thinking i need to convert the "name" into a string then add the ".hpbarfront" inside the function but im not sure how
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Posted: 21st Nov 2021 22:11
Change
createhealthbar(name as string

to

createhealthbar(name as alienspawnType
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dandrews
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Posted: 21st Nov 2021 22:58 Edited at: 21st Nov 2021 23:34
ok i see but i have 4 different alien types each have up to 9 of them aliena, alienb, alienc and aliend each have hp bars im trying to create. so basically i want to be able to use "name", (aliena,alienb,alienc,aliend) then the alien number (0- alien.length)
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Posted: 22nd Nov 2021 16:49
Hmm, ok

problem is you are referencing type fields and AppGameKit needs to know what type the fields belong to, so you need to either

1. use a single generic type all aliens use
2. use a select inside the function to set the right type fields
3. have the function return a healthbar type which you then apply to the alien type outside the function
4. have a createhealthbar function for each alien type.

either way you are going to have to rethink and restructure your code
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dandrews
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Posted: 23rd Nov 2021 04:17
Quote: "2. use a select inside the function to set the right type fields"

Could you explain this to me better or show me where to research it?
Virtual Nomad
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dandrews
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Posted: 23rd Nov 2021 19:31
so im going to put the aliens under a s ingle type like in the code below then try to construct it inside the function i just need to figure out how to reconstruct it inside im guessing turning the val into a string maybe

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Posted: 23rd Nov 2021 19:37
Quote: "function createhealthbar(name as allaliens_type ,posx,posy,visible,sizex,sizey,rired,igreen,iblue,ialpha)"
mind your typos, unless you really want no red in your aliens
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Posted: 23rd Nov 2021 20:03
name.aliena[i].hpbarfront >> but you are still going to have the same problem, no matter how many ways you try to work around it you can not have 1 function apply type fields for different types, I get what you are trying to do but AppGameKit just will not allow it like this.

dummyaliena and alienaspawntype both contain the same fields (id, img, x, y) so just use this type for ALL aliens and just omit the fields you do not need in alien b,c,d etc, consolidate into a single type and reuse, then you can have your createhealthbar function work on all aliens

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dandrews
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Posted: 25th Nov 2021 14:31
Quote: " I get what you are trying to do but AppGameKit just will not allow it like this."
guess i just have trouble accepting no for an answer lol but thanks for the help. im just mainly trying simplify my code and functions now that i know a little bit of what im doing

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