Game maker drawing text screen




















But if you try to add a string and a number, you need to tell the program to convert the number into a string. The string function will convert numeric values to strings, which allows them to be incorporated into a larger string. One important thing to be aware of with GML strings is that, unlike most other languages, GML strings are 1-indexed, not 0-indexed. This means that when counting the characters that make up the string, the first character is character 1, not character 0.

Again, text is always drawn using the current global drawing color, alpha, halign and valign properties. Now we are engaged in a great civil war, testing whether that nation, or any nation so conceived and so dedicated, can long endure. We are met on a great battlefield of that war.

We have come to dedicate a portion of that field, as a final resting place for those who here gave their lives that that nation might live. It is altogether fitting and proper that we should do this.

But, in a larger sense, we can not dedicate, we can not consecrate, we can not hallow this ground. The brave men, living and dead, who struggled here, have consecrated it, far above our poor power to add or detract. The world will little note, nor long remember what we say here, but it can never forget what they did here. It is for us the living, rather, to be dedicated here to the unfinished work which they who fought here have thus far so nobly advanced.

It is rather for us to be here dedicated to the great task remaining before us—that from these honored dead we take increased devotion to that cause for which they gave the last full measure of devotion—that we here highly resolve that these dead shall not have died in vain—that this nation, under God, shall have a new birth of freedom—and that government of the people, by the people, for the people, shall not perish from the earth. So use variables to store strings, and keep your code looking clean.

When drawn, the line will automatically break when it reaches the width provided to the function. GameMaker is rather limited in its typographical capability when drawing text to the screen. GameMaker Font resources, unlike an installed font on the system, are a specific size and style only.

You have to leave a hole in your normal text where the bold word will appear. This is not easy, nor is it generally recommended. If you really want it, and are masochistic enough to put yourself through the trial and error to do it, go ahead.

Scrolling text is extremely easy to do. Simply change the x and y over time, add you have moving text. The easiest thing to do is to set the instance that is drawing the text in motion.

But we want to draw it one letter at a time. You may want to type slower, in which case you can slow down the function in one of several ways. You can adjust this rate to taste. If you want the text to reset and type over again when the message is completed, you can do this:.

Additionally, you can optionally add code to play a sound with each letter, or start a sound when the typing starts and stop the sound with the full length string has been reached. Blinking is annoying in web pages, but can be a very useful effect in games. Of course, blinking can be done with any graphical element, not just text.

Blinking is just turning on the drawing and then turning it off on a cycle, using a timer, such as an Alarm Event. Set this value to suit. This blink code will result in a blink that stays on for 0. Even more sophisticated blink periods can be achieved using math functions rather than a static value. Think of creative ways to use other math functions to create interesting effects. If you come up with a good one, share your code by posting a comment to this article.

Yet another way to flicker or blink text is through varying alpha. Or by switching colors. Or even size. One last way to blink is to toggle the state of the visible boolean in the instance.

One thing to keep in mind, though, is that an instance that is not visible will not be checked for collisions. Other nodes can connect to the object that emits the signal and receive the information. It's a powerful tool we use a lot for User Interface and achievement systems. You don't want to use them everywhere, though. Connecting two nodes adds some coupling between them. When there's a lot of connections, they become hard to manage. For more information, check out the signals video tutorial on GDquest.

It contains all the assets and scripts you need to get started. Extract the. Load the start project in Godot. In the FileSystem dock, double click on LevelMockup.

It's an RPG game's mockup where 2 characters face each other. The pink enemy attacks and damages the green square at regular time intervals, until its death. Feel free to try out the game: the basic combat mechanics already work. But as the character isn't connected to the life bar, the GUI doesn't do anything. This is typical of how you'd code a game: you implement the core gameplay first, handle the player's death, and only then you'll add the interface.

That's because the UI listens to what's happening in the game. So it can't work if other systems aren't in place yet. If you design the UI before you prototype and test the gameplay, chances are it won't work well and you'll have to re-create it from scratch. It comes with a barebones script where we get the path to nodes that exist inside the scene:. It's a Label node. It's a TextureProgress node. That's the main game scene and the one we will work with. Click the edit scene icon to the right of the node in the scene tree to open the scene in the editor.

You'll see the LifeBar and EnergyBar are sub-scenes themselves. We have to tell the GUI somehow what the player's current health is, to update the lifebar's texture, and to display the remaining health in the HP counter in the top left corner of the screen. To do this we send the player's health to the GUI every time they take damage. Click the script icon to the right of the GUI in the Scene dock to open its script.

Let's break it down. It gives us access to the node. The second part of the statement,. The second line assigns this value to bar. There are two reasons:. When you open a scene in the game, Godot creates nodes one by one, following the order in your Scene dock, from top to bottom.

GUI and Player are not part of the same node branch. It's the perfect function to set everything up and prepare the game session. Our GUI is ready to receive the health value updates from the Player. To achieve this we're going to use signals. You can also create your own using the signal keyword. Accessing nodes this way creates tight coupling between them.

If you did it sparingly it may work. As your game grows bigger, you may have many more connections. If you get nodes this way it gets complex quickly. This check happens 60 times a second and you'll likely break the game because of the order in which the code runs. On a given frame you may look at another node's property before it was updated: you get a value from the last frame. This leads to obscure bugs that are hard to fix.

On the other hand, a signal is emitted right after a change happened. It guarantees you're getting a fresh piece of information. And you will update the state of your connected node right after the change happened.

The Observer pattern, that signals derive from, still adds a bit of coupling between node branches. But it's generally lighter and more secure than accessing nodes directly to communicate between two separate classes. It can be okay for a parent node to get values from its children.

But you'll want to favor signals if you're working with two separate branches. Read Game Programming Patterns for more information on the Observer pattern. The full book is available online for free. With this in mind, let's connect the GUI to the Player. Click on the Player node in the scene dock to select it. Head down to the Inspector and click on the Node tab. This is the place to connect nodes to listen to the one you selected.

The first section lists custom signals defined in Player. We will use it in a moment to hide the UI. On the left side you can pick the node that will listen to this signal. Select the GUI node. The right side of the screen lets you pack optional values with the signal. We already took care of it in Player. In general I recommend not to add too many arguments using this window as they're less convenient than doing it from the code. You can optionally connect nodes from the code.

However doing it from the editor has two advantages:. At the bottom of the window you will find the path to the node you selected.

We're interested in the second row called "Method in Node". This is the method on the GUI node that gets called when the signal is emitted. This method receives the values sent with the signal and lets you process them. If you look to the right, there is a "Make Function" radio button that is on by default. Click the connect button at the bottom of the window.

Godot creates the method inside the GUI node. If you wrote the method already, the "Make Function" option will keep it. You may replace the name with anything you'd like.

Your code should look like:. In Player. We could directly update the health value on LifeBar and Number. There are two reasons to use this method instead:. The name makes it clear for our future selves and teammates that when the player took damage, we update the health count on the GUI.

Press F5 to test the game: the life bar updates with every attack! Our interface is functional, but it could use some animation. That's a good opportunity to introduce the Tween node, an essential tool to animate properties.

Tween animates anything you'd like from a start to an end state over a certain duration. For example, it can animate the health on the TextureProgress from its current level to the Player 's new health when the character takes damage.

The GUI scene already contains a Tween child node stored in the tween variable.



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