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Displaying the player's score

From: Building and Monetizing Game Apps for Android

Video: Displaying the player's score

Now that we can handle tapping the moles, we will look at giving the player a point each time the player taps on a mole. So go into ccTouchesBegan and inside of the CCRectContainsPoint if statement right under mole->wasTapped let's tell the game that the players scored. We will do that by communicating to the hudLayer. Utils::hudLayer()->didScore. Save the file and go over to HUD.h. Here are the properties and methods for the HUD class. Let's go into HUD.cpp and you will see that it's pretty much blank.

Displaying the player's score

Now that we can handle tapping the moles, we will look at giving the player a point each time the player taps on a mole. So go into ccTouchesBegan and inside of the CCRectContainsPoint if statement right under mole->wasTapped let's tell the game that the players scored. We will do that by communicating to the hudLayer. Utils::hudLayer()->didScore. Save the file and go over to HUD.h. Here are the properties and methods for the HUD class. Let's go into HUD.cpp and you will see that it's pretty much blank.

In the init method, we will set score to 0 and we will create a float called padding and set it equal to 10, and that we will define the score label. scoreLabel = CCLabelTTF::create and we will start by passing in the string 0, it's what's going to be inside of the text field. Next parameter is going to be a string, so CCString and we will run it's createWithFormat method, and first we will pass in %s and then .ttf. And we are going to grab that font after the Comma (,) by using our constant value FONT_MAIN.

After that close parentheses, we will run getCString and then a comma after that and the last parameter is the size of the text field. So it's going to be 24*Utils::getArtScaleFactor. Go to the next line; here we are going to set the anchor point, that's the XY origin. scoreLabel->setAnchorPoint and this is based on a percentage, so if you want to have it be in the center it's 0.5, 0.5.

So there is the X origin and the Y origin that we pass in as the ccp. What we wanted to do is stick at the top left of the screen, so we are going to use a top left XY origin. So X origin of 0 which represents the left edge of the object and a Y origin of one, which represents the top edge. Now we do this because we have less math to calculate if we give it a registration point that's appropriate for its position. Let's go down to the next line and set the scale.

So scoreLabel->setScale and then we pass in Utils::getScale. On the next line we are going to set its position. So scoreLabel->setPosition and the position is going to be ccp of course, and the X position is going to be padding. Remember we have that left edge of the stage as a registration point, so it's going to be 10 points from the left edge of the screen and then for its Y position, we are going to get the height of the screen, so Utils::s().height-padding.

So it will be 10 points from the top of the screen. Now we want to add it as a child of the hud, so this->addChild, pass in scoreLabel and then the Z position which we will set at 1, and then scroll down to didScore; remember this is going to run once the mole was tapped as we defined in the game class. So we are just going to increment score by 1 and then set the text to the scoreLabel. So scoreLabel->setString and then we are going to pass in the string which is going to be a formatted CCString.

So CCString::createWithFormat and that's going to be just the number of the score. So %d and then after the close quotes of the string, score after a comma and then we are going to run getCString and that's it, just pass in the score of the string, it's going to increment every time we tap a mole, so hit Save and test this out in the Emulator. So now I will run the app in the Emulator and when I hit Play you will see the moles moving up and down as they should and when I click on them, you will see the score going up.

Now I will go back into the code, and now we have a system to calculate the player's progress as they play through the game.

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This video is part of

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Building and Monetizing Game Apps for Android

55 video lessons · 11412 viewers

Todd Perkins
Author

 
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  1. 5m 1s
    1. Welcome
      59s
    2. Using the exercise files
      2m 36s
    3. What you should know before starting this course
      25s
    4. Viewing the finished game
      1m 1s
  2. 19m 49s
    1. Understanding and downloading Cocos2d-x
      2m 16s
    2. Downloading the Android NDK
      1m 49s
    3. Creating a Cocos2d-x project template for Eclipse
      4m 51s
    4. Finishing the project template
      1m 4s
    5. Preparing Eclipse to use C++
      1m 9s
    6. Importing the project into Eclipse
      3m 48s
    7. Adding GLES 2.0 support to your emulator
      3m 45s
    8. Fixing additional compiler issues
      1m 7s
  3. 52m 7s
    1. Understanding scenes, layers, and sprites
      2m 16s
    2. Using scenes, layers, and sprites
      3m 58s
    3. Positioning sprites
      1m 4s
    4. Adjusting basic sprite properties
      5m 32s
    5. Handling touches
      3m 54s
    6. Accessing accelerometer data
      6m 7s
    7. Understanding Cocos2d actions
      2m 37s
    8. Working with sprite sheets
      4m 28s
    9. Creating simple frame animations
      3m 44s
    10. Setting a game to display in portrait mode
      54s
    11. Designing for multiple screens
      3m 20s
    12. Running Java code from C++
      5m 21s
    13. Running C++ code from Java
      3m 31s
    14. Using buttons
      3m 34s
    15. Playing audio
      1m 47s
  4. 17m 0s
    1. Viewing a flowchart of the game's core classes
      1m 25s
    2. Creating constants and editing the AppDelegate and Main classes
      4m 8s
    3. Building the GameButton class
      3m 38s
    4. Constructing the custom pop-up menu utility
      2m 52s
    5. Setting up the code in the MainMenu class
      2m 10s
    6. Making the Utils class
      2m 47s
  5. 53m 13s
    1. Adding the game layers and the background
      5m 41s
    2. Laying out moles in the Game class
      4m 45s
    3. Animating the moles
      5m 44s
    4. Displaying moles at a specified time interval
      4m 39s
    5. Handling touches in the game
      4m 11s
    6. Displaying the player's score
      4m 2s
    7. Handling misses
      6m 27s
    8. Controlling the number of moles on the screen
      2m 25s
    9. Adding sound
      2m 31s
    10. Enabling a pause feature
      5m 36s
    11. Displaying the game-over screen
      3m 13s
    12. Saving the player's high score
      3m 59s
  6. 6m 53s
    1. Preparing your game to support Google ads
      3m 14s
    2. Implementing Google ads in your game
      3m 39s
  7. 18m 9s
    1. Handling skins in your game code
      4m 55s
    2. Setting up in-app purchases (IAP) for an Amazon Appstore app
      3m 1s
    3. Implementing Amazon IAP code
      4m 11s
    4. Setting up IAP for Google Play
      2m 38s
    5. Implementing Google Play IAP code
      3m 24s
  8. 2m 56s
    1. Using the Cocos2d-x website
      1m 13s
    2. Viewing additional Android game development resources
      1m 43s
  9. 29s
    1. Goodbye
      29s

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