Difference between revisions of "High Score Display (CMS)"
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--[[ | --[[ | ||
− | High Score (updated via function) [v2. | + | High Score (updated via function) [v2.1] (29/03/2014) |
Written by AFRLme [Lee Clarke] | Written by AFRLme [Lee Clarke] | ||
-- + -- | -- + -- |
Revision as of 17:17, 29 March 2014
Name | Type | By |
---|---|---|
High Score (updated via function) | Definition | AFRLme |
This script allows you to create a high score interface & add/subtract score value; 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. Create a new interface score_interface.
3. Create 8 buttons & name them like so: btn_inc, btn_d1, btn_d2, btn_d3, btn_d4, btn_d5, btn_d6, btn_d7.
4. Create & add the score interface background image to the properties section of the interface.
5. Set the absolute position of the interface; based on game default resolution.
6a. You need to create 12 png images with transparent backgrounds; the width/height of each should be exactly the same.
- b. 10 of the images should contain a single number; from 0 to 9.
- c. a single image should be left blank; this will be used to hide inactive digits.
- d. The last one should contain a -; if the score value is a negative value then this will be shown before the first number.
- e. Save each of the number images, same as the number you added to them, like so: n_0, n_1, n_2, etc...
- f. Save the blank image as n_10; the reason you are saving them like this is so that you can import them as a set animation, as opposed to having to add each animation frame one at a time.
- g. Save the - image as whatever you like.
7. Create an animation for each of the buttons & name them like so: ani_d1, ani_d2, ani_d3, ani_d4, ani_d5, ani_d6, ani_d7, ani_inc; the names should reflect the value after the btn_ prefix.
8. Load the number animations into each of the numbered buttons, as a set.
9. For the btn_ani animation create 2 frames & load in the blank image into the first frame, & the "-" image into the second frame.
10. Inside of the properties tab for each button set default animation to the animation you added to the button.
11. Add value "v_score to the value tab of the score_interface & set default value to 0.
12. To add to the current score, create an execute a script action containing...
setScore(n, true) -- replace n with number you want to add to the current score.
13. To subtract from the current score, create an execute a script action containing...
setScore(n, false) -- replace n with number you want to subtract from the current score.
Main Script
--[[
High Score (updated via function) [v2.1] (29/03/2014)
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( math.abs( score:getInt(VValueInt ) ) ) < 7 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) >= 0 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