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@NebulaStellaNova
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Fixed the layering of the health bar and health bar background, is not janky af anymore.
Also set numDivisions to make the health bar smoother.

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2025-12-19.02-13-27.mp4

@github-actions github-actions bot added status: pending triage Awaiting review. size: small A small pull request with 10 or fewer changes. pr: haxe PR modifies game code. and removed size: small A small pull request with 10 or fewer changes. labels Dec 19, 2025
@github-actions github-actions bot added the size: small A small pull request with 10 or fewer changes. label Dec 19, 2025
@MaybeMaru
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MaybeMaru commented Dec 20, 2025

darken blend is broken outside of desktop, use multiply instead, or no blends at all
this is a weird way of going around it

@NebulaStellaNova
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ok noted

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@AbnormalPoof AbnormalPoof left a comment

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What issue is this supposed to fix? Is there a before and after of the changes?

@AbnormalPoof AbnormalPoof added type: minor bug Involves a minor bug or issue. status: needs clarification Requires more info from the author. and removed status: pending triage Awaiting review. labels Dec 20, 2025
@NebulaStellaNova
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NebulaStellaNova commented Dec 20, 2025

The health bar is supposed to be stylized slightly, with the way it's currently implemented there is no reason to have the bg be a separate image. This fixes that and properly implements the health bar texture.

Before
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After
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@MightyTheArmiddilo
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Why DOES there need to be a separate sprite for the background? The FlxBar class has borders built in, and borders are really the only thing I can see the bg sprite having a use for

@NebulaStellaNova
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It's stylized

@Hundrec Hundrec added type: enhancement Involves an enhancement or new feature. status: pending triage Awaiting review. and removed type: minor bug Involves a minor bug or issue. status: needs clarification Requires more info from the author. labels Dec 23, 2025
@cyn0x8
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cyn0x8 commented Dec 24, 2025

this may be a stupid question but why not just have three 2x2 color sprites (FunkinSprite.makeSolidColor) and scale/position them like

red/opponent:

  • scaled to target width/height of health bar

black/border:

  • below red z
  • red position - padding
  • scaled to red width/height + 2x padding

green/player:

  • above red z
  • aligned to right side of red, scales to left side as health approaches max
  • scaled to red height

it should use less memory than FlxBar because the sprite textures would be only 48b total instead of several kb
kinda insignificant yea BUT it being scale based means it would be super smooth on any resolution instead of quantized

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pr: haxe PR modifies game code. size: small A small pull request with 10 or fewer changes. status: pending triage Awaiting review. type: enhancement Involves an enhancement or new feature.

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6 participants