lambdaclass / champions_of_mirra

Curse of Mirra game codebase
https://curseofmirra.com/
Apache License 2.0
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[GH-1861] New health bar implementation #1880

Closed alfopisano closed 3 hours ago

alfopisano commented 4 days ago

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: reference crates refe1

NOTE: after talking with Jaz we decided to move the damage text to above the healthbar!!

Reference for the powerUps:

343859172-1b2b56a9-498c-479b-b057-78a14e715c39

Result:

jazimp commented 2 days ago

Visual approval ✅

AngieDutra commented 1 day ago

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

Screenshot 2024-07-04 at 16 25 49
alfopisano commented 10 hours ago

Two questions Screenshot_20240705_152527_client

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.