Created
November 7, 2011 13:58
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Example of how I handle EXP and a next level progress bar in an RPG
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// This is the code from the game state object which saves out the player's progress | |
public function increasePlayerExperience(value:int):void | |
{ | |
_dataObject.playerExperience += value; | |
if(_dataObject.playerExperience > calculateExperiencePoints(getPlayerLevel()+1)) | |
{ | |
increasePlayerLevel(); | |
} | |
} | |
public function getPlayerExperience():int | |
{ | |
if(!_dataObject.playerExperience) | |
_dataObject.playerExperience = 0; | |
return _dataObject.playerExperience; | |
} | |
public function getPlayerLevel():int{ | |
if(!_dataObject.playerLevel) | |
_dataObject.playerLevel = 1; | |
return _dataObject.playerLevel; | |
} | |
public function increasePlayerLevel():void | |
{ | |
_dataObject.playerLevel = getPlayerLevel()+1; | |
} | |
public function calculateExperiencePoints(level:int):int{ | |
return (level * (level + 1)) * 100; | |
} | |
// This is the code that renders out the exp bar. | |
private function createDisplay():void | |
{ | |
var levelDifference:int = state.calculateExperiencePoints(state.getPlayerLevel()+1) - state.calculateExperiencePoints(state.getPlayerLevel()); | |
var currentLevelEXP:int = state.getPlayerExperience() - state.calculateExperiencePoints(state.getPlayerLevel()); | |
var percent:Number = currentLevelEXP/levelDifference; | |
var maxWidth:int = 133; | |
var maxHeight:int = 10; | |
var border:int = 2; | |
levelBar = addChild(new Shape()) as Shape; | |
levelBar.x = border; | |
levelBar.y = label.y + label.height + 4 | |
levelBar.graphics.lineStyle(2,0x999999); | |
levelBar.graphics.beginFill(0x0) | |
levelBar.graphics.drawRect(0,0,maxWidth,maxHeight); | |
levelBar.graphics.lineStyle(0,0,0); | |
levelBar.graphics.beginFill(0xcccccc); | |
levelBar.graphics.drawRect(border*.5,border*.5,(maxWidth-(border)) * percent, maxHeight- border); | |
levelBar.graphics.endFill(); | |
} |
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