Relacionar quantidade de pontos/coleta com recuperação ou ganho de vida
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Relacionar quantidade de pontos/coleta com recuperação ou ganho de vida
Olá Estou iniciando no Unity3D para jogos 2D a partir de um Starter Kit. Neste Kit que é de um jogo tipo infinite runner tem programado para ganhar pontos conforme avança no percurso e quando coleta moedas (Coins) mas preciso escrever um script que permita ao coletar X moedas ou ao alcançar X pontos a quantidade de Vida inicial (no caso 3) se restabeleça ou aumente para uma ou duas vidas a mais.
algumas coisas que já sei:
o jogo não tem uma plataforma todo cenários inimigo e itens coletáveis são gerados randomicamente
sei que o icone das vidas é um item fixo na tela do jogo e que esta indicado no script do Game Manager o total de vidas
existe um script chamado coin que pode ser aplicado aos itens randomicos e define a quantidade de pontos ganhos
desculpe se me explicação é muito raza mas se poderem me ajudar agradeço muito, é para um jogo institucional sem fins lucrativos para auxilio em tratamento infantil.
algumas coisas que já sei:
o jogo não tem uma plataforma todo cenários inimigo e itens coletáveis são gerados randomicamente
sei que o icone das vidas é um item fixo na tela do jogo e que esta indicado no script do Game Manager o total de vidas
existe um script chamado coin que pode ser aplicado aos itens randomicos e define a quantidade de pontos ganhos
desculpe se me explicação é muito raza mas se poderem me ajudar agradeço muito, é para um jogo institucional sem fins lucrativos para auxilio em tratamento infantil.
mauriciobrancalion- Iniciante
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Re: Relacionar quantidade de pontos/coleta com recuperação ou ganho de vida
poste o script que existe de ganhar pontos
RenanMSV- Instrutor
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Áreas de atuação : Programação em C#, PHP. SQL, JavaScript (Web)
Respeito as regras :
Re: Relacionar quantidade de pontos/coleta com recuperação ou ganho de vida
using UnityEngine;
using System.Collections;
namespace MoreMountains.InfiniteRunnerEngine
{
/// <summary>
/// Add this class to an object and it'll add points when collected.
/// Note that you'll need a trigger boxcollider on it
/// </summary>
public class Coin : PickableObject
{
/// The amount of points to add when collected
public int PointsToAdd = 10;
protected override void ObjectPicked()
{
// We pass the specified amount of points to the game manager
GameManager.Instance.AddPoints(PointsToAdd);
}
}
}
using System.Collections;
namespace MoreMountains.InfiniteRunnerEngine
{
/// <summary>
/// Add this class to an object and it'll add points when collected.
/// Note that you'll need a trigger boxcollider on it
/// </summary>
public class Coin : PickableObject
{
/// The amount of points to add when collected
public int PointsToAdd = 10;
protected override void ObjectPicked()
{
// We pass the specified amount of points to the game manager
GameManager.Instance.AddPoints(PointsToAdd);
}
}
}
mauriciobrancalion- Iniciante
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Re: Relacionar quantidade de pontos/coleta com recuperação ou ganho de vida
provavelmente o script GameManager deve ter uma variavel que guarda a pontuação, entao apenas verifique esse valor e faça restaurar vida.
Re: Relacionar quantidade de pontos/coleta com recuperação ou ganho de vida
Desculpe a ignorância o script GameManeger esta aqui, qual variavel guarda a pontuação e onde eu escrevo a condição de restauração, no script do Gamemanager ou no script da pontuação?
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace MoreMountains.InfiniteRunnerEngine
{
/// <summary>
/// The game manager is a persistent singleton that handles points and time
/// </summary>
public class GameManager : MonoBehaviour
{
/// the number of lives the player gets (you lose a life when your character (or your characters all) die.
/// lose all lives you lose the game and your points.
public int TotalLives = 3;
/// The current number of lives
public int CurrentLives { get; protected set; }
/// the current number of game points
public float Points { get; protected set; }
/// the current time scale
public float TimeScale;
/// the various states the game can be in
public enum GameStatus { BeforeGameStart, GameInProgress, Paused, GameOver, LifeLost };
/// the current status of the game
public GameStatus Status{ get; protected set; }
public delegate void GameManagerInspectorRedraw();
// Declare the event to which editor code will hook itself.
public event GameManagerInspectorRedraw GameManagerInspectorNeedRedraw;
// storage
protected float _savedTimeScale;
protected IEnumerator _scoreCoroutine;
protected float _pointsPerSecond;
protected GameStatus _statusBeforePause;
// singleton pattern
static public GameManager Instance { get { return _instance; } }
static protected GameManager _instance;
public void Awake()
{
_instance = this;
}
/// <summary>
/// Initialization
/// </summary>
protected virtual void Start()
{
CurrentLives = TotalLives;
_savedTimeScale = TimeScale;
Time.timeScale = TimeScale;
if (GUIManager.Instance!=null)
{
GUIManager.Instance.Initialize();
}
}
public virtual void SetPointsPerSecond(float newPointsPerSecond)
{
_pointsPerSecond = newPointsPerSecond;
}
/// <summary>
/// Sets the status. Status can be accessed by other classes to check if the game is paused, starting, etc
/// </summary>
/// <param name="newStatus">New status.</param>
public virtual void SetStatus(GameStatus newStatus)
{
Status=newStatus;
if (GameManagerInspectorNeedRedraw != null) { GameManagerInspectorNeedRedraw(); }
}
/// <summary>
/// this method resets the whole game manager
/// </summary>
public virtual void Reset()
{
Points = 0;
TimeScale = 1f;
GameManager.Instance.SetStatus(GameStatus.GameInProgress);
EventManager.TriggerEvent("GameStart");
GUIManager.Instance.RefreshPoints ();
}
/// <summary>
/// Starts or stops the autoincrement of the score
/// </summary>
/// <param name="status">If set to <c>true</c> autoincrements the score, if set to false, stops the autoincrementation.</param>
public virtual void AutoIncrementScore(bool status)
{
if (status)
{
StartCoroutine(IncrementScore());
}
else
{
StopCoroutine(IncrementScore());
}
}
/// <summary>
/// Each 0.01 second, increments the score by 1/100th of the number of points it's supposed to increase each second
/// </summary>
/// <returns>The score.</returns>
protected virtual IEnumerator IncrementScore()
{
while (true)
{
if ((GameManager.Instance.Status == GameStatus.GameInProgress) && (_pointsPerSecond!=0) )
{
AddPoints(_pointsPerSecond / 100);
}
yield return new WaitForSeconds(0.01f);
}
}
/// <summary>
/// Adds the points in parameters to the current game points.
/// </summary>
/// <param name="pointsToAdd">Points to add.</param>
public virtual void AddPoints(float pointsToAdd)
{
Points += pointsToAdd;
if (GUIManager.Instance!=null)
{
GUIManager.Instance.RefreshPoints ();
}
}
/// <summary>
/// use this to set the current points to the one you pass as a parameter
/// </summary>
/// <param name="points">Points.</param>
public virtual void SetPoints(float points)
{
Points = points;
if (GUIManager.Instance!=null)
{
GUIManager.Instance.RefreshPoints ();
}
}
/// <summary>
/// use this to set the number of lives currently available
/// </summary>
/// <param name="lives">the new number of lives.</param>
public virtual void SetLives(int lives)
{
CurrentLives = lives;
if (GUIManager.Instance!=null)
{
GUIManager.Instance.InitializeLives();
}
}
/// <summary>
/// use this to remove lives from the current amount
/// </summary>
/// <param name="lives">the number of lives you want to lose.</param>
public virtual void LoseLives(int lives)
{
CurrentLives -= lives;
if (GUIManager.Instance!=null)
{
GUIManager.Instance.InitializeLives();
}
}
/// <summary>
/// sets the timescale to the one in parameters
/// </summary>
/// <param name="newTimeScale">New time scale.</param>
public virtual void SetTimeScale(float newTimeScale)
{
_savedTimeScale = Time.timeScale;
Time.timeScale = newTimeScale;
}
/// <summary>
/// Resets the time scale to the last saved time scale.
/// </summary>
public virtual void ResetTimeScale()
{
Time.timeScale = _savedTimeScale;
}
/// <summary>
/// Pauses the game
/// </summary>
public virtual void Pause()
{
// if time is not already stopped
if (Time.timeScale>0.0f)
{
Instance.SetTimeScale(0.0f);
_statusBeforePause=Instance.Status;
Instance.SetStatus(GameStatus.Paused);
EventManager.TriggerEvent("Pause");
if (GUIManager.Instance!=null)
{
GUIManager.Instance.SetPause(true);
}
}
else
{
UnPause();
}
}
/// <summary>
/// Unpauses the game
/// </summary>
public virtual void UnPause()
{
Instance.ResetTimeScale();
Instance.SetStatus(_statusBeforePause);
if (GUIManager.Instance!=null)
{
GUIManager.Instance.SetPause(false);
}
}
}
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace MoreMountains.InfiniteRunnerEngine
{
/// <summary>
/// The game manager is a persistent singleton that handles points and time
/// </summary>
public class GameManager : MonoBehaviour
{
/// the number of lives the player gets (you lose a life when your character (or your characters all) die.
/// lose all lives you lose the game and your points.
public int TotalLives = 3;
/// The current number of lives
public int CurrentLives { get; protected set; }
/// the current number of game points
public float Points { get; protected set; }
/// the current time scale
public float TimeScale;
/// the various states the game can be in
public enum GameStatus { BeforeGameStart, GameInProgress, Paused, GameOver, LifeLost };
/// the current status of the game
public GameStatus Status{ get; protected set; }
public delegate void GameManagerInspectorRedraw();
// Declare the event to which editor code will hook itself.
public event GameManagerInspectorRedraw GameManagerInspectorNeedRedraw;
// storage
protected float _savedTimeScale;
protected IEnumerator _scoreCoroutine;
protected float _pointsPerSecond;
protected GameStatus _statusBeforePause;
// singleton pattern
static public GameManager Instance { get { return _instance; } }
static protected GameManager _instance;
public void Awake()
{
_instance = this;
}
/// <summary>
/// Initialization
/// </summary>
protected virtual void Start()
{
CurrentLives = TotalLives;
_savedTimeScale = TimeScale;
Time.timeScale = TimeScale;
if (GUIManager.Instance!=null)
{
GUIManager.Instance.Initialize();
}
}
public virtual void SetPointsPerSecond(float newPointsPerSecond)
{
_pointsPerSecond = newPointsPerSecond;
}
/// <summary>
/// Sets the status. Status can be accessed by other classes to check if the game is paused, starting, etc
/// </summary>
/// <param name="newStatus">New status.</param>
public virtual void SetStatus(GameStatus newStatus)
{
Status=newStatus;
if (GameManagerInspectorNeedRedraw != null) { GameManagerInspectorNeedRedraw(); }
}
/// <summary>
/// this method resets the whole game manager
/// </summary>
public virtual void Reset()
{
Points = 0;
TimeScale = 1f;
GameManager.Instance.SetStatus(GameStatus.GameInProgress);
EventManager.TriggerEvent("GameStart");
GUIManager.Instance.RefreshPoints ();
}
/// <summary>
/// Starts or stops the autoincrement of the score
/// </summary>
/// <param name="status">If set to <c>true</c> autoincrements the score, if set to false, stops the autoincrementation.</param>
public virtual void AutoIncrementScore(bool status)
{
if (status)
{
StartCoroutine(IncrementScore());
}
else
{
StopCoroutine(IncrementScore());
}
}
/// <summary>
/// Each 0.01 second, increments the score by 1/100th of the number of points it's supposed to increase each second
/// </summary>
/// <returns>The score.</returns>
protected virtual IEnumerator IncrementScore()
{
while (true)
{
if ((GameManager.Instance.Status == GameStatus.GameInProgress) && (_pointsPerSecond!=0) )
{
AddPoints(_pointsPerSecond / 100);
}
yield return new WaitForSeconds(0.01f);
}
}
/// <summary>
/// Adds the points in parameters to the current game points.
/// </summary>
/// <param name="pointsToAdd">Points to add.</param>
public virtual void AddPoints(float pointsToAdd)
{
Points += pointsToAdd;
if (GUIManager.Instance!=null)
{
GUIManager.Instance.RefreshPoints ();
}
}
/// <summary>
/// use this to set the current points to the one you pass as a parameter
/// </summary>
/// <param name="points">Points.</param>
public virtual void SetPoints(float points)
{
Points = points;
if (GUIManager.Instance!=null)
{
GUIManager.Instance.RefreshPoints ();
}
}
/// <summary>
/// use this to set the number of lives currently available
/// </summary>
/// <param name="lives">the new number of lives.</param>
public virtual void SetLives(int lives)
{
CurrentLives = lives;
if (GUIManager.Instance!=null)
{
GUIManager.Instance.InitializeLives();
}
}
/// <summary>
/// use this to remove lives from the current amount
/// </summary>
/// <param name="lives">the number of lives you want to lose.</param>
public virtual void LoseLives(int lives)
{
CurrentLives -= lives;
if (GUIManager.Instance!=null)
{
GUIManager.Instance.InitializeLives();
}
}
/// <summary>
/// sets the timescale to the one in parameters
/// </summary>
/// <param name="newTimeScale">New time scale.</param>
public virtual void SetTimeScale(float newTimeScale)
{
_savedTimeScale = Time.timeScale;
Time.timeScale = newTimeScale;
}
/// <summary>
/// Resets the time scale to the last saved time scale.
/// </summary>
public virtual void ResetTimeScale()
{
Time.timeScale = _savedTimeScale;
}
/// <summary>
/// Pauses the game
/// </summary>
public virtual void Pause()
{
// if time is not already stopped
if (Time.timeScale>0.0f)
{
Instance.SetTimeScale(0.0f);
_statusBeforePause=Instance.Status;
Instance.SetStatus(GameStatus.Paused);
EventManager.TriggerEvent("Pause");
if (GUIManager.Instance!=null)
{
GUIManager.Instance.SetPause(true);
}
}
else
{
UnPause();
}
}
/// <summary>
/// Unpauses the game
/// </summary>
public virtual void UnPause()
{
Instance.ResetTimeScale();
Instance.SetStatus(_statusBeforePause);
if (GUIManager.Instance!=null)
{
GUIManager.Instance.SetPause(false);
}
}
}
mauriciobrancalion- Iniciante
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Respeito as regras :
Re: Relacionar quantidade de pontos/coleta com recuperação ou ganho de vida
Amigo use a caixa de códigos pra colocar seus scripts é o botao SCRIPT acima da caixa de comentários
JohnRambo- Moderador
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Idade : 24
Áreas de atuação : Unity;
Programação;
Música e Sonorização;
Graduado em Análise e Desenvolvimento de Sistemas;
Respeito as regras :
Re: Relacionar quantidade de pontos/coleta com recuperação ou ganho de vida
Ok!! Muito obrigado pelo toque!!!
farei assim!!
farei assim!!
mauriciobrancalion- Iniciante
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Re: Relacionar quantidade de pontos/coleta com recuperação ou ganho de vida
Tente trocar o método AddPoints por esse:
- Código:
public virtual void AddPoints(float pointsToAdd)
{
Points += pointsToAdd;
// extra
if(Points%10==0){ // a cada 10 pontos
LoseLives(-1); // adiciona 1 vida
if(CurrentLives>TotalLives){ // certifica que nao passou do total
CurrentLives = TotalLives;
}
}
// extra
if (GUIManager.Instance!=null)
{
GUIManager.Instance.RefreshPoints ();
}
}
Re: Relacionar quantidade de pontos/coleta com recuperação ou ganho de vida
Olá !!! Obrigado pelo script mas não surtiu nenhuma mudança.... apliquei ele dentro do Arquivo Game Manager certo? ou tem que ser no arquivo de coletaveis (coin) ?
muito grato!!!
muito grato!!!
mauriciobrancalion- Iniciante
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Re: Relacionar quantidade de pontos/coleta com recuperação ou ganho de vida
ok tente trocar o seu GameManager por esse script aki(mas faça um beckup antes caso falhe):
E da proxima vez, quando for postar um script Clique na Caixa Script que esta de Preto, e cole o conteudo do seu script dentro da caixinha cinza que vai aparecer Marcada como code. Pois assim é mais facil visualizar e logo mais facil de ajudar.
- Código:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace MoreMountains.InfiniteRunnerEngine
{
/// <summary>
/// The game manager is a persistent singleton that handles points and time
/// </summary>
public class GameManager : MonoBehaviour
{
/// the number of lives the player gets (you lose a life when your character (or your characters all) die.
/// lose all lives you lose the game and your points.
public int TotalLives = 3;
/// The current number of lives
public int CurrentLives { get; protected set; }
/// the current number of game points
public float Points { get; protected set; }
/// the current time scale
public float TimeScale;
/// the various states the game can be in
public enum GameStatus { BeforeGameStart, GameInProgress, Paused, GameOver, LifeLost };
/// the current status of the game
public GameStatus Status{ get; protected set; }
public delegate void GameManagerInspectorRedraw();
// Declare the event to which editor code will hook itself.
public event GameManagerInspectorRedraw GameManagerInspectorNeedRedraw;
// storage
protected float _savedTimeScale;
protected IEnumerator _scoreCoroutine;
protected float _pointsPerSecond;
protected GameStatus _statusBeforePause;
// singleton pattern
static public GameManager Instance { get { return _instance; } }
static protected GameManager _instance;
// edit
public float pointsToRestoreHealth = 10f; // acada 10 aumenta 1 vida, pode mudar se quiser
private float lastPointUp = 0;
// edit
public void Awake()
{
_instance = this;
}
/// <summary>
/// Initialization
/// </summary>
protected virtual void Start()
{
CurrentLives = TotalLives;
_savedTimeScale = TimeScale;
Time.timeScale = TimeScale;
// edit
lastPointUp = pointsToRestoreHealth;
// edit
if (GUIManager.Instance!=null)
{
GUIManager.Instance.Initialize();
}
}
public virtual void SetPointsPerSecond(float newPointsPerSecond)
{
_pointsPerSecond = newPointsPerSecond;
}
/// <summary>
/// Sets the status. Status can be accessed by other classes to check if the game is paused, starting, etc
/// </summary>
/// <param name="newStatus">New status.</param>
public virtual void SetStatus(GameStatus newStatus)
{
Status=newStatus;
if (GameManagerInspectorNeedRedraw != null) { GameManagerInspectorNeedRedraw(); }
}
/// <summary>
/// this method resets the whole game manager
/// </summary>
public virtual void Reset()
{
Points = 0;
// edit
lastPointUp = pointsToRestoreHealth;
// edit
TimeScale = 1f;
GameManager.Instance.SetStatus(GameStatus.GameInProgress);
EventManager.TriggerEvent("GameStart");
GUIManager.Instance.RefreshPoints ();
}
/// <summary>
/// Starts or stops the autoincrement of the score
/// </summary>
/// <param name="status">If set to <c>true</c> autoincrements the score, if set to false, stops the autoincrementation.</param>
public virtual void AutoIncrementScore(bool status)
{
if (status)
{
StartCoroutine(IncrementScore());
}
else
{
StopCoroutine(IncrementScore());
}
}
/// <summary>
/// Each 0.01 second, increments the score by 1/100th of the number of points it's supposed to increase each second
/// </summary>
/// <returns>The score.</returns>
protected virtual IEnumerator IncrementScore()
{
while (true)
{
if ((GameManager.Instance.Status == GameStatus.GameInProgress) && (_pointsPerSecond!=0) )
{
AddPoints(_pointsPerSecond / 100);
}
yield return new WaitForSeconds(0.01f);
}
}
/// <summary>
/// Adds the points in parameters to the current game points.
/// </summary>
/// <param name="pointsToAdd">Points to add.</param>
public virtual void AddPoints(float pointsToAdd)
{
Points += pointsToAdd;
// edit
if(Points >= lastPointUp)
{
lastPointUp += pointsToRestoreHealth;
LoseLives(-1); // adiciona 1 vida
}
// edit
if (GUIManager.Instance!=null)
{
GUIManager.Instance.RefreshPoints ();
}
}
/// <summary>
/// use this to set the current points to the one you pass as a parameter
/// </summary>
/// <param name="points">Points.</param>
public virtual void SetPoints(float points)
{
Points = points;
if (GUIManager.Instance!=null)
{
GUIManager.Instance.RefreshPoints ();
}
}
/// <summary>
/// use this to set the number of lives currently available
/// </summary>
/// <param name="lives">the new number of lives.</param>
public virtual void SetLives(int lives)
{
CurrentLives = lives;
if (GUIManager.Instance!=null)
{
GUIManager.Instance.InitializeLives();
}
}
/// <summary>
/// use this to remove lives from the current amount
/// </summary>
/// <param name="lives">the number of lives you want to lose.</param>
public virtual void LoseLives(int lives)
{
CurrentLives -= lives;
// edit
if(CurrentLives>TotalLives) // certifica que nao passou do total
CurrentLives = TotalLives;
// edit
if (GUIManager.Instance!=null)
{
GUIManager.Instance.InitializeLives();
}
}
/// <summary>
/// sets the timescale to the one in parameters
/// </summary>
/// <param name="newTimeScale">New time scale.</param>
public virtual void SetTimeScale(float newTimeScale)
{
_savedTimeScale = Time.timeScale;
Time.timeScale = newTimeScale;
}
/// <summary>
/// Resets the time scale to the last saved time scale.
/// </summary>
public virtual void ResetTimeScale()
{
Time.timeScale = _savedTimeScale;
}
/// <summary>
/// Pauses the game
/// </summary>
public virtual void Pause()
{
// if time is not already stopped
if (Time.timeScale>0.0f)
{
Instance.SetTimeScale(0.0f);
_statusBeforePause=Instance.Status;
Instance.SetStatus(GameStatus.Paused);
EventManager.TriggerEvent("Pause");
if (GUIManager.Instance!=null)
{
GUIManager.Instance.SetPause(true);
}
}
else
{
UnPause();
}
}
/// <summary>
/// Unpauses the game
/// </summary>
public virtual void UnPause()
{
Instance.ResetTimeScale();
Instance.SetStatus(_statusBeforePause);
if (GUIManager.Instance!=null)
{
GUIManager.Instance.SetPause(false);
}
}
}
E da proxima vez, quando for postar um script Clique na Caixa Script que esta de Preto, e cole o conteudo do seu script dentro da caixinha cinza que vai aparecer Marcada como code. Pois assim é mais facil visualizar e logo mais facil de ajudar.
Re: Relacionar quantidade de pontos/coleta com recuperação ou ganho de vida
Muito Grato!!! Funcionou!!!! Ok!! já compreendi o botão Script para colar códigos aqui!!!
mauriciobrancalion- Iniciante
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Re: Relacionar quantidade de pontos/coleta com recuperação ou ganho de vida
Pessoal, eu ainda não domino o C# muito bem, apesar de já saber fazer alguns codigos de forma independente, por isso queria entender alguns codigos aproveitando o script do colega acima. vou listar os comandos que não conheço, se alguém puder explicar para que se usa agradeço. vamo lá:
{ get; protected set; } => como exemplo nas variaveis public int CurrentLives { get; protected set; } , public float Points { get; protected set; } , etc
public event
protected float
protected IEnumerator
static public
static protected
sobre os metodos:
public virtual void
protected virtual void
public delegate void
uso doCoroutine:
StartCoroutine(IncrementScore());
StopCoroutine(IncrementScore());
yield return new
{ get; protected set; } => como exemplo nas variaveis public int CurrentLives { get; protected set; } , public float Points { get; protected set; } , etc
public event
protected float
protected IEnumerator
static public
static protected
sobre os metodos:
public virtual void
protected virtual void
public delegate void
uso doCoroutine:
StartCoroutine(IncrementScore());
StopCoroutine(IncrementScore());
yield return new
Marc7- Mestre
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