Game Development Reference
In-Depth Information
3.
Inside the
if () then
block, add
change <lap> by ()
; fill in the value
1
.
4.
Also add
set <touchFinish> to ()
with the value
1
.
5.
Inside the
else
slot, place a
set <touchFinish> to ()
block with the value
0
.
Let's write the condiions for the
if
statement next:
1. The slot in the
if () then () else ()
block should be filled with a
touching <inish>?
condiion check.
2. In the
if () then
block, we place a
() = ()
operator.
3. On the let side of the equaion, we place the
touchFinish
variable.
4. To the right, we fill in
0
.
Crossing the finish line usually takes the kart sprite longer than one loop through the script.
With the previous check, we prevent the lap counter to increase muliple imes while the
kart is crossing the line.
We also need to do something special when the player has completed three laps to indicate
that they finished the race.
1. Place yet another
if () then
block inside the second
if
statement.
2. Put a
() = ()
operator in the condiion slot.
3. Put the
lap
variable to the let of the equaion.
4. Insert
3
to the right of the equaion.
5. When the player has finished three laps, add
say imer
to show how long it
took the player to finish the race.
6. We also need this stack of instrucions for
player2
. So, let's first drag it over the
player2
sprite to copy the script there.
7. Then drag the stack to the
when <green lag> clicked
script. Place it just
underneath the other
if () then
collision checks.
8. Click on the
player2
sprite to view its
Scripts
tab and place the copied
script segment in the same place as we did for
player1
.
9. Also make the
lap
variable for
player2
visible by clicking on the
check box.
10. Drag the display to the top-right corner of the stage and place it underneath the
player1
lap display.