Closed alfopisano closed 3 hours ago
Visual approval ✅
I also think we could move up a bit the health bar for valtimer so the hand in his iddle position does't go back and forth and goes through the asset. Otherwise it looks weird
Two questions
This Uma has a max health of 400, but when on 149, the health bar is more than half full, is this intentional?
Screen_Recording_20240705_152751_client.mp4 And I see the damage values don't match with my health decrease, is this correct?
Related to the bar completion percentage in relation of the actual health the player has I actually do not know if this was intentional. I did not change that logic, only modified the assets.
In relation with the second question, I actually do not know why the values do not match. What I did for the damage text was showing the difference between the client health (this is the old value) and the server health (the new and actual value). This last value is the one we are updating the healthbar with. Do you have any idea why this could be happening? Maybe I can ask for some help from the backend team.
Closes #1861
Motivation
This PR aims to implement the new health bar design. It now integrates the power-ups with the health bar and shows the amount of health the character has left. It also modifies the crates health bar. Also now we will be showing how much damage you do the the other player/crate.
Summary of changes
Reference:
![crates refe1](https://github.com/lambdaclass/champions_of_mirra/assets/116388676/7405878e-8ff1-4301-92e8-23d627f77a60)
NOTE: after talking with Jaz we decided to move the damage text to above the healthbar!!
Reference for the powerUps:
Result:
How has this been tested?
Just play and take a look at how the health bars are looking and make sure the amount updates correctly. Also test how the damage text is working.
Checklist