Display Score as Sprite

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Post » Tue Dec 15, 2015 2:28 pm

Zebbi wrote:... why is the score global passes to a text object first instead of directly to the sprite count?

@Zebbi you dont need text object..i put text in example ..just to debug sprite frames..
Zebbi wrote:Is there a benefit to using this method over sprite fonts?


if you want to use behaviors ..(like Sine) ..I think it's better touse Sprite object..
also you do not have to use only one frame per number..you can use animation

Image

(in example i just draw some random spots (a0&a5)..but of course, ....sky's the limit :) )

SpriteNumbersScore2.capx
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Post » Tue Dec 15, 2015 3:35 pm

That looks awesome! How come you changed it from using frames to using separate animations for each number? Also, it would be cool to set the sine position to 0 after the numbers have all resized, but when I try that, it just ends up making all the numbers squash and stretch in unison (rather than the way you have done it where they move independently) or they don't cycle at all?
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Post » Thu Dec 24, 2015 4:22 pm

@korbaach quick question, how can I modify this by breaking the digit spacing up for a timer? If I wanted, say 0:00:0 unit display, and I wanted to separate the digits with a gap between digits 1 and 2, no gap between 3 and 4, and a gap before 4 and 5, how could I do this? I would also need to have the numbers represent a minute/seconds/nanoseconds format and, while counting down should be easy, I'd need them to represent the figures correctly. Do you have any suggestions? :D
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Post » Mon Dec 28, 2015 3:15 pm

For instance: Image

How can I run a countdown timer into the sprites, with separation marks?
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Post » Tue Dec 29, 2015 2:57 am

I did it with three copies of the sprite and the events, separated by a static colon sprite, then I just count like so:
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