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Score
In this part, score counter is implemented.
Score is increased on each successful action of the player. This adds another element of interactivity into the game and contributes a bit to player's involvement. To make it more meaningful, lives are added when certain milestones are reached.
From implementation standpoint, score display is similar to lives display, which can be used as a starting point for this object.
local vector = require "vector"
local score_display = {}
score_display.position = vector( 680, 32 )
score_display.score = 0
function score_display.update( dt )
end
function score_display.draw()
love.graphics.print( "Score: " .. tostring( score_display.score ),
score_display.position.x,
score_display.position.y )
end
function score_display.reset()
score_display.score = 0
endScore is updated each time a brick breaks. 10 points are added for simple brick and 30 for armored.
function score_display.add_score_for_simple_brick()
score_display.score = score_display.score + 10
end
function score_display.add_score_for_cracked_brick()
score_display.score = score_display.score + 30
endIn the current code structure, bricks.brick_hit_by_ball function determines whether or not a brick breaks after collision with a ball. The score-increasing functions also have to be called from there.
function bricks.brick_hit_by_ball( i, brick, shift_ball, bonuses, score_display )
if bricks.is_simple( brick ) then
.....
score_display.add_score_for_simple_brick()
table.remove( bricks.current_level_bricks, i )
simple_break_sound:play()
elseif .....
elseif bricks.is_cracked( brick ) then
.....
score_display.add_score_for_cracked_brick()
table.remove( bricks.current_level_bricks, i )
armored_break_sound:play()
elseif bricks.is_heavyarmored( brick ) then
ball_heavyarmored_sound:play()
end
endJust like the lives_display, the score_counter is placed inside the side_panel object.
local lives_display = require "lives_display"
local score_display = require "score_display"
side_panel.lives_display = lives_display
side_panel.score_display = score_display
function side_panel.update( dt )
side_panel.lives_display.update( dt )
side_panel.score_display.update( dt )
end
function side_panel.draw()
side_panel.draw_background()
side_panel.lives_display.draw()
side_panel.score_display.draw()
end
function side_panel.reset()
side_panel.lives_display.reset()
side_panel.score_display.reset()
endCare should be taken regarding passing of the side_panel.score_display and
side_panel.lives_display into collision-resolving functions.
function collisions.resolve_collisions( balls, platform, walls, bricks, bonuses,
side_panel )
.....
collisions.balls_bricks_collision( balls, bricks, bonuses,
side_panel.score_display )
.....
collisions.platform_bonuses_collision( platform, bonuses, balls, walls,
side_panel.lives_display )
endCertain minor modifications to the "game", such as replacement of side_panel.lives_display.reset
by side_panel.reset are also necessary.
function game.enter( prev_state, ... )
.....
if prev_state == "gameover" or prev_state == "gamefinished" then
side_panel.reset()
music:rewind()
end
.....
endTo add life on score milestone, it is necessary to compare the current score with the next milestone.
While I place a function inside game.update performing such comparison each update cycle,
it is probably more efficient to do it immediately after each score change.
function game.update( dt )
.....
side_panel.lives_display.add_life_if_score_reached(
side_panel.score_display.score )
game.check_no_more_balls( balls, side_panel.lives_display )
.....
endThe milestone should be increased each time the previous value is reached.
For this reason, it is necessary to keep it's state somehow.
I maintain lives_display.lives_added_from_score counter and the next milestone is computed
as (lives_display.lives_added_from_score + 1) * 3000, i.e. life is added each 3000 points.
.....
lives_display.lives_added_from_score = 0
function lives_display.add_life_if_score_reached( score )
local score_milestone = (lives_display.lives_added_from_score + 1) * 3000
if score >= score_milestone then
lives_display.add_life()
lives_display.lives_added_from_score = lives_display.lives_added_from_score + 1
end
end
function lives_display.reset()
lives_display.lives = 5
lives_display.lives_added_from_score = 0
endFeedback is crucial to improve the tutorial!
Let me know if you have any questions, critique, suggestions or just any other ideas.
Chapter 1: Prototype
- The Ball, The Brick, The Platform
- Game Objects as Lua Tables
- Bricks and Walls
- Detecting Collisions
- Resolving Collisions
- Levels
Appendix A: Storing Levels as Strings
Appendix B: Optimized Collision Detection (draft)
Chapter 2: General Code Structure
- Splitting Code into Several Files
- Loading Levels from Files
- Straightforward Gamestates
- Advanced Gamestates
- Basic Tiles
- Different Brick Types
- Basic Sound
- Game Over
Appendix C: Stricter Modules (draft)
Appendix D-1: Intro to Classes (draft)
Appendix D-2: Chapter 2 Using Classes.
Chapter 3 (deprecated): Details
- Improved Ball Rebounds
- Ball Launch From Platform (Two Objects Moving Together)
- Mouse Controls
- Spawning Bonuses
- Bonus Effects
- Glue Bonus
- Add New Ball Bonus
- Life and Next Level Bonuses
- Random Bonuses
- Menu Buttons
- Wall Tiles
- Side Panel
- Score
- Fonts
- More Sounds
- Final Screen
- Packaging
Appendix D: GUI Layouts
Appendix E: Love-release and Love.js
Beyond Programming: