Player Points

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Transcript

Hey there. In this section, we're going to work on some game essentials. So this lecture is about player points. We'll display these points in the top right corner of the game. So when the player kills an enemy 100 points will be added, but 50 points will be deducted if an enemy goes by. So let's get to it.

First of all, I'll go to phones, right click and create a new one. I'll name it FM t score, this phone will be used to draw the player points on the screen. So I'll head to the phone properties. I'll choose a phone from this list and set the size to 30. So the phone is ready. Now we'll go to objects and open or manager.

I'll open it creative and here also add score and add the set score action. This will reset the score to zero when the game starts or restarts. And now we need to draw the score. So for that, I'll add the George UI event. I'll search for it here and there, the set phone section. Using this section, I'll set the phone to fit score.

So now this point will be used whenever we draw any text. Now also line Matt, I'll add the third text alignment action. This action lets you change the alignment of the text that you want to draw. So let's say you want to draw some text at this point. By default that axis will only be aligned to the left and vertically aligned to the top. So this is how it will draw.

But if you set the horizontal alignment, right, it will be drawn like this instead, and if you set the vertical alignment to bottom, it will be drawn like this. And you also have central alignment options. Since we need to draw a score in the top right corner of the window, we need the right of alignment. So I'll change the actual line value to right. Now also score, I'll add the Jonestown score action. This will simply draw the score to the screen with a caption, I'll set the caption to PDS.

The explanation will be room with minus 10 and the wire will be 10. I'm using the room with to create the rightmost edge of the UI layer since our room is the same story As a dual layer. Now the last thing we need to do is reset the alignment. So I'll add the action here. Now the alignments will be set to their default values. So whenever you change anything beat alignment color or alpha, you should you set them to their default values after you're done using them.

Now we'll open a wallet and open its collision event with Oh enemy. This is where the bullet hits an enemy. so here we can check if the bullet has killed the other enemy, in which case we'll increase the points by 100. So to check that and add the action here, first I click on the arrow and apply this action to the other instance. I'll set the variable to HP so to check if the other instances HP is equal to zero, so this checks if the other enemy has died. So I'll take the set score action and attach it to this condition.

I'll apply this action to all manager since a score isn't that object. I'll set the value to hundred and take relative. So when an enemy dies, hundred points will be added to the score. Now we'll open Oh enemy to implement the score. reduction and open the step event. Now this was very checks if the enemy is below the bottom of the room, in which case it destroys the stance.

So here we also want to reduce the score by 50. So I'll take that score action and attach it here. Again, I'll apply it to a manager, then I'll set the value to minus 50 anti gravity. So when an enemy goes by without dying, the score will go down by 50. So let's run the game and as that if I kill an enemy, I get hundred points. If I let an enemy pass by I lose 50 points.

So that's it for this lecture. And now let's move on to the next one. We will work on score indicators

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