diff --git a/playable/Assets/Scripts/playerController.cs b/playable/Assets/Scripts/playerController.cs index 5992fba..457391b 100644 --- a/playable/Assets/Scripts/playerController.cs +++ b/playable/Assets/Scripts/playerController.cs @@ -19,7 +19,11 @@ public class playerController : MonoBehaviour { public GUIText gameOverDisplay; public GameObject dashDisplay; public GameObject playerFrac; - + public GameObject[] hearts; + //public GameObject heart2; + //public GameObject heart3; + + public float runSpeed; //run speed public float jumpHeight; //jump height public float health; //holds health @@ -46,7 +50,7 @@ public class playerController : MonoBehaviour { private float curDirection = -1; //direction player is pointing private bool canJump = true; // if player can jump private bool canSpin = true; // if player can spin - private List hearts = new List (); //list which holds health sprites; + //private List hearts = new List (); //list which holds health sprites; private bool isSpinning = false; //checks if player is spin attacking private float lastHit; private float lastAttack; @@ -149,23 +153,15 @@ public class playerController : MonoBehaviour { updateHealth = true; if (updateHealth){ - foreach (GameObject desHeart in hearts) //Destroy all heart sprites - GameObject.Destroy (desHeart); - hearts.Clear(); //sets list to zero + foreach (GameObject heart in hearts) //Destroy all heart sprites + heart.SetActive(false); //sets list to zero - for (int i=1; i<= health; i++) { //creates new heart sprite for each health - GameObject heartCanister = Instantiate (heart) as GameObject; //creat heart sprite - Vector3 heartPos = new Vector3 (); - - //set position - heartPos.x = (healthPos.x + i * 0.033f); - heartPos.y = healthPos.y; + for (int i=0; i< health; i++) { //creates new heart sprite for each health + hearts[i].SetActive(true); - heartCanister.transform.position = heartPos; - hearts.Add(heartCanister); //adds heart to list if (heartBlack == true && heartColor == false){ - heartCanister.guiTexture.color = Color.black; + //heartCanister.guiTexture.color = Color.black; //else (heartCanister.guiTexture.color = Color.red); }