public class GameManager : MonoBehaviour
{
public bool EnableHighContrast;
public bool PlayerWon;
public float PlayerUnitsMoved;
public int PlayerDeathCount;
public float PlayerHealth;
public void PlayerTakeDamage(float damage)
{
PlayerHealth -= damage;
if (PlayerHealth < 0)
{
PlayerDieAndRespawn();
}
}
public void PlayerDieAndRespawn()
{
return;
}
}
Well if you have a “down but not dead” condition then yes, you could escape a fight with 0 health (assuming you have teammates/pawns that can save you).
This won’t work if you can ever take more than 1 damage. If you were at 1 and received 2 damage you would become invincible. You’d want to do less than or equal to.
I know this is /c/Progammerhumor, but I wanted to pull on this thread a little bit for my own edification. I’m a Python guy and have been a while, but I’ve dabbled in other languages. The screenshot says “MonoBehaviour” which makes me assume this is mono or a .Net-like language (you know what happens when you assume).
If your player health is a float, would mono or .Net have an issue comparing the float with integer zero “0”? I mean, it seems like floating point precision may make it impossible for it to ever “equal” integer zero, but it also seems like the code isn’t accounting for that precision error.
Floating point errors are a product of how floating points work as a mathematical concept. So they’re independent of the programming language and can happen everywhere.
In this case though, I doubt it’s a critical issue. So the player “died” when they actually had 0.000000000027 hp left or whatever. Who cares? Do you need to be that precise?
As a noob in unity and programming, my understanding is that MonoBehavior only means that this script has to be attached as a component to a game object to function. And has no other meaning - but correct me if I’m wrong please.
You are correct about it allowing you to have zero health and not die, but whether or not that’s the correct behavior will depend on the game. Off the top of my head I know that Street Fighter, some versions at least, let you cling to life at zero.
This is something that can easily get refactored, because the purpose of alia the variables is right there in the name. This is way better that spending three days to try to figure out what the purpose of var1 is.
Nah, refactoring this would be a bitch. Your function name contains everything that happens in the function. Which means if you add something to it, you also have to change the name of the function. So CallThisWhenThePlayerTakesDamageAndIfThePlayerHealthIsLessThanZeroThenAlsoTheyDie would have to go to something like CallThisWhenThePlayerTakesDamageAndIfThePlayerHealthIsLessThanZeroThenAlsoTheyDieAndIncrementTheTotalDamageTakenCounter if you added something else.
I genuinely believe something like this is what some of my professors wanted me to submit back in school. I once got a couple points off a project for not having a clarifying comment on every single line of code. I got points off once for not comment-clarifying a fucking iterator variable. I wish I could see what they would have said if I turned in something like this. I have a weird feeling that this file would have received full marks.
Did you have my professor for intro to C? This guy was well known for failing people for plagiarism on projects where the task was basically “hello world”. And he disallowed using if/else for the first month of class.
Reminds me of an early Uni project where we had to operate on data in an array of 5 elements, but because “I didn’t teach it to everyone yet” we couldn’t use loops. It was going to be a tedious amount of copy-paste.
I think I got around it by making a function called “not_loop” that applied a functor argument to each element of the array in serial. Professor forgot to ban that.
but because “I didn’t teach it to everyone yet” we couldn’t use loops.
That is aggravating. “I didn’t teach the class the proper way to do this task, so you have to use the tedious way.” What is the logic behind that other than wasting everyone’s time?
Teaching someone the wrong way to do something frequently makes the right way make way more sense. Someone who just copy/pasted 99 near identical if statements understands on a fundamental level when, why, and where you use a for loop much more than someone who just read in the textbook “a for loop is used to iterate elements in a collection”.
And if I know the right way of doing it I already understand why it’s better because I want to use it in this situation. Making the students who already understand the lesson do it the wrong way is just a waste of their time.
Hot take, but the main problem with this is that you have to type variables or use them in larger expressions. Otherwise I like it.
These would make a great mouseover text. I don’t know if there’s any standard way to support that. Actually, how come coding in non-plaintext formats never took off?
I need like a tutorial on IDEs, because clearly I’m using them wrong. Or I tend to work on things that are poorly documented and just haven’t been able to take advantage, I guess that’s possible.
When the variable name is the description that should be in the comments.
Idea: Comments that automattically populate the end of any line a given variable is invoked on, including spelling out formulas from that line. ie:
float y=mx+b // (cartesian y value)=(slope)(cartesian x value)+(cartisian y-intercept)
“Duplicated” coments not actually in the file, but specified witt the creation of such variables and spread around by the code editor /IDE.
Then, you could take those comments, and have the compiler use them to ensure you’re using the right variable in the right place. Oh wait, we just invented a type system.
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Like… there’s such a thing as comments my dude.
I couldn’t contain myself.
Yay, escaped the fight with 0 health!
This is floating point. We also need to know what happens when you escape with -0.
Well if you have a “down but not dead” condition then yes, you could escape a fight with 0 health (assuming you have teammates/pawns that can save you).
Too readable, please make each name a paragraph describing its function and how it relates to the other variables/functions around it
Should it be
?
Otherwise the player could have 0 health and not die? I’m sleep deprived so forgive me if I’m wrong
This won’t work if you can ever take more than 1 damage. If you were at 1 and received 2 damage you would become invincible. You’d want to do less than or equal to.
I know this is /c/Progammerhumor, but I wanted to pull on this thread a little bit for my own edification. I’m a Python guy and have been a while, but I’ve dabbled in other languages. The screenshot says “MonoBehaviour” which makes me assume this is mono or a .Net-like language (you know what happens when you assume).
If your player health is a float, would mono or .Net have an issue comparing the float with integer zero “0”? I mean, it seems like floating point precision may make it impossible for it to ever “equal” integer zero, but it also seems like the code isn’t accounting for that precision error.
Am I overthinking this?
Floating point errors are a product of how floating points work as a mathematical concept. So they’re independent of the programming language and can happen everywhere.
In this case though, I doubt it’s a critical issue. So the player “died” when they actually had 0.000000000027 hp left or whatever. Who cares? Do you need to be that precise?
Hanging on with 1.70E-31 health.
As a noob in unity and programming, my understanding is that MonoBehavior only means that this script has to be attached as a component to a game object to function. And has no other meaning - but correct me if I’m wrong please.
Open up ticket first, please. Thanks Codemonkey.
You are correct about it allowing you to have zero health and not die, but whether or not that’s the correct behavior will depend on the game. Off the top of my head I know that Street Fighter, some versions at least, let you cling to life at zero.
You are correct.
Counting this meme as my first FOSS contribution
Holy shit I was there with you sir! With the zeros and stuff
I called the takeDamage function and my player disappeared: send 'elp everything foobar
Don’t worry! this issue will be fixed in the next patch. In the meantime just try not getting hit.
The doctor prescribed “getting good”
This is something that can easily get refactored, because the purpose of alia the variables is right there in the name. This is way better that spending three days to try to figure out what the purpose of var1 is.
oh such hope
in a week
IntegerThatTracksOneThingForOnePurpose
will be an object tracking 30% of the game state and mutated in 15 places without ever being renamedNah, refactoring this would be a bitch. Your function name contains everything that happens in the function. Which means if you add something to it, you also have to change the name of the function. So CallThisWhenThePlayerTakesDamageAndIfThePlayerHealthIsLessThanZeroThenAlsoTheyDie would have to go to something like CallThisWhenThePlayerTakesDamageAndIfThePlayerHealthIsLessThanZeroThenAlsoTheyDieAndIncrementTheTotalDamageTakenCounter if you added something else.
IDE renames all references, no issue
Then they change what the function does without updating the name and you misunderstand the code completely.
Self documenting!
gestures at
butterflythis codeIs this self-documenting code?
I genuinely believe something like this is what some of my professors wanted me to submit back in school. I once got a couple points off a project for not having a clarifying comment on every single line of code. I got points off once for not comment-clarifying a fucking iterator variable. I wish I could see what they would have said if I turned in something like this. I have a weird feeling that this file would have received full marks.
Did you have my professor for intro to C? This guy was well known for failing people for plagiarism on projects where the task was basically “hello world”. And he disallowed using if/else for the first month of class.
Reminds me of an early Uni project where we had to operate on data in an array of 5 elements, but because “I didn’t teach it to everyone yet” we couldn’t use loops. It was going to be a tedious amount of copy-paste.
I think I got around it by making a function called “not_loop” that applied a functor argument to each element of the array in serial. Professor forgot to ban that.
That is aggravating. “I didn’t teach the class the proper way to do this task, so you have to use the tedious way.” What is the logic behind that other than wasting everyone’s time?
Teaching someone the wrong way to do something frequently makes the right way make way more sense. Someone who just copy/pasted 99 near identical if statements understands on a fundamental level when, why, and where you use a for loop much more than someone who just read in the textbook “a for loop is used to iterate elements in a collection”.
Reminds me of a dude that wrote the equivalent of this in Visualg (a brazilian pseudocode language and program, meant solely for teaching programming)
That the thing ran and didn’t complain about the amount of loose/needless if’s checking fuck all baffles my mind to this day.
And if I know the right way of doing it I already understand why it’s better because I want to use it in this situation. Making the students who already understand the lesson do it the wrong way is just a waste of their time.
Hot take, but the main problem with this is that you have to type variables or use them in larger expressions. Otherwise I like it.
These would make a great mouseover text. I don’t know if there’s any standard way to support that. Actually, how come coding in non-plaintext formats never took off?
snake_case_might_be_better_for_that
In pretty much any language I’ve used there is some standard for doc comments that would show up as mouseover text in the IDE.
I need like a tutorial on IDEs, because clearly I’m using them wrong. Or I tend to work on things that are poorly documented and just haven’t been able to take advantage, I guess that’s possible.
You forgot to declare custom primitive types. You cannot create a bool you gotta declare a
DoubleYouDoubleYouDoubleYouDotLemmyGradDotML_Bool
When the variable name is the description that should be in the comments.
Idea: Comments that automattically populate the end of any line a given variable is invoked on, including spelling out formulas from that line. ie:
float y=mx+b // (cartesian y value)=(slope)(cartesian x value)+(cartisian y-intercept)
“Duplicated” coments not actually in the file, but specified witt the creation of such variables and spread around by the code editor /IDE.
Then, you could take those comments, and have the compiler use them to ensure you’re using the right variable in the right place. Oh wait, we just invented a type system.
“Commenting is for n00bs”
Noone yet?
https://xkcd.com/1960/
Always a relevant xkcd.
🤮
Wtf. It’s not even center aligned.
Deobfuscated code
yeah, PascalCase is the worst
I’ll take this over the more “classic” styles, when people seed to believe they were paying the compiler by the character.
I respect code golfers the same way I respect a cobra, from a distance. Don’t bring that single character naming to the codebase please.
Exactly, use emojis or gtfo