Difference between revisions of "High Score Display (CMS)"
From The Official Visionaire Studio: Adventure Game Engine Wiki
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for i = 1, string.len( score:getInt(VValueInt) ) do -- set the frame value to match the digit number | for i = 1, string.len( score:getInt(VValueInt) ) do -- set the frame value to match the digit number | ||
getObject("ActiveAnimations[ani_inc]"):setValue(VAnimationFirstFrame, 1); getObject("ActiveAnimations[ani_inc]"):setValue(VAnimationLastFrame, 1) -- positive value; set blank frame | getObject("ActiveAnimations[ani_inc]"):setValue(VAnimationFirstFrame, 1); getObject("ActiveAnimations[ani_inc]"):setValue(VAnimationLastFrame, 1) -- positive value; set blank frame | ||
− | getObject("ActiveAnimations[ani_d" .. i .. "]"):setValue(VAnimationFirstFrame, string.sub( score:getInt(VValueInt), i, i ) + 1) -- set animation frame to digit value (+1) | + | getObject("ActiveAnimations[ani_d" .. i .. "]"):setValue(VAnimationFirstFrame, string.sub( score:getInt(VValueInt), i, i ) + 1) -- set linked animation first frame to digit value (+1) |
− | getObject("ActiveAnimations[ani_d" .. i .. "]"):setValue(VAnimationLastFrame, string.sub( score:getInt(VValueInt), i, i ) + 1) -- set animation frame to digit value (+1) | + | getObject("ActiveAnimations[ani_d" .. i .. "]"):setValue(VAnimationLastFrame, string.sub( score:getInt(VValueInt), i, i ) + 1) -- set linked animation last frame to digit value (+1) |
end | end | ||
else for i = 1, string.len( - score:getInt(VValueInt) ) do -- set the frame value to match the digit number | else for i = 1, string.len( - score:getInt(VValueInt) ) do -- set the frame value to match the digit number | ||
getObject("ActiveAnimations[ani_inc]"):setValue(VAnimationFirstFrame, 2); getObject("ActiveAnimations[ani_inc]"):setValue(VAnimationLastFrame, 2) -- negative value; set negative frame | getObject("ActiveAnimations[ani_inc]"):setValue(VAnimationFirstFrame, 2); getObject("ActiveAnimations[ani_inc]"):setValue(VAnimationLastFrame, 2) -- negative value; set negative frame | ||
− | getObject("ActiveAnimations[ani_d" .. i .. "]"):setValue(VAnimationFirstFrame, string.sub( - score:getInt(VValueInt), i, i ) + 1) -- set animation frame to digit value (+1) | + | getObject("ActiveAnimations[ani_d" .. i .. "]"):setValue(VAnimationFirstFrame, string.sub( - score:getInt(VValueInt), i, i ) + 1) -- set linked animation first frame to digit value (+1) |
− | getObject("ActiveAnimations[ani_d" .. i .. "]"):setValue(VAnimationLastFrame, string.sub( - score:getInt(VValueInt), i, i ) + 1) -- set animation frame to digit value (+1) | + | getObject("ActiveAnimations[ani_d" .. i .. "]"):setValue(VAnimationLastFrame, string.sub( - score:getInt(VValueInt), i, i ) + 1) -- set linked animation last frame to digit value (+1) |
end | end | ||
end | end | ||
end | end | ||
</syntaxhighlight> | </syntaxhighlight> |
Revision as of 18:54, 27 March 2014
Name | Type | By |
---|---|---|
High Score (updated via function) | Definition | AFRLme |
This script allows you to add/subtract from a score GUI; positive & negative score values are allowed.
Instructions
1. Add the main script to the Visionaire Studio Script Editor & set the script as a definition script.
2. to do...
Main Script
--[[
High Score (updated via function) [v2] (27/03/2014)
Written by AFRLme [Lee Clarke]
-- + --
alternatingfrequencies@hotmail.com | skype @ AFRLme
-- + --
This script is donation optional. In game credit is non-negotiable.
You are free to: ¹ use it in your game(s). ² modify the script.
Do not remove - or edit - this comment block.
--]]
-- * local variables * --
local score = getObject("Values[v_score]") -- store score value
-- * function used to set score value & determine which animations/frames should be displayed * --
function setScore(val, inc)
if inc then score:setValue(VValueInt, (score:getInt(VValueInt) + val)) else score:setValue(VValueInt, (score:getInt(VValueInt) - val)) end -- if true add val to current score else remove val from current score
if string.len( score:getInt(VValueInt ) ) < 7 or string.len( - score:getInt(VValueInt) ) then -- check digit value less than 7 & if so, hide the invalid digits
for i = (string.len(val) + 1), 7 do -- actual digit value (+1) to max digit value
getObject("ActiveAnimations[ani_d" .. i .. "]"):setValue(VAnimationFirstFrame, 11) -- blank animation frame
getObject("ActiveAnimations[ani_d" .. i .. "]"):setValue(VAnimationLastFrame, 11) -- blank animation frame
end
end
if score:getInt(VValueInt) >= 1 then -- if value is positive do positive block else do negative block
for i = 1, string.len( score:getInt(VValueInt) ) do -- set the frame value to match the digit number
getObject("ActiveAnimations[ani_inc]"):setValue(VAnimationFirstFrame, 1); getObject("ActiveAnimations[ani_inc]"):setValue(VAnimationLastFrame, 1) -- positive value; set blank frame
getObject("ActiveAnimations[ani_d" .. i .. "]"):setValue(VAnimationFirstFrame, string.sub( score:getInt(VValueInt), i, i ) + 1) -- set linked animation first frame to digit value (+1)
getObject("ActiveAnimations[ani_d" .. i .. "]"):setValue(VAnimationLastFrame, string.sub( score:getInt(VValueInt), i, i ) + 1) -- set linked animation last frame to digit value (+1)
end
else for i = 1, string.len( - score:getInt(VValueInt) ) do -- set the frame value to match the digit number
getObject("ActiveAnimations[ani_inc]"):setValue(VAnimationFirstFrame, 2); getObject("ActiveAnimations[ani_inc]"):setValue(VAnimationLastFrame, 2) -- negative value; set negative frame
getObject("ActiveAnimations[ani_d" .. i .. "]"):setValue(VAnimationFirstFrame, string.sub( - score:getInt(VValueInt), i, i ) + 1) -- set linked animation first frame to digit value (+1)
getObject("ActiveAnimations[ani_d" .. i .. "]"):setValue(VAnimationLastFrame, string.sub( - score:getInt(VValueInt), i, i ) + 1) -- set linked animation last frame to digit value (+1)
end
end
end