hey everyone reading this!
so im wokring on a small project and im super stuck. How do I added a scoring system?
so there is a mouse (animal) that’s on the mouse(pc)
and I want him to collect cheese trough the game.
Now I’m wondering what the best way to do this is?
Im still a beginner and this coding confuses me a lot.
please help me out?
(also this is polly the worst coding you’ve ever seen)
boolean hit = false;
boolean dood = false;
MousePlayer f1;
Enemy g1;
int [] cheeses;
Cheesey h1;
Cheesey i1;
Cheesey j1;
Cheesey k1;
Cheesey l1;
Cheesey m1;
Cheesey n1;
Cheesey o1;
Cheesey p1;
Cheesey q1;
Cheesey r1;
int score = 0;
////////////////
float c1x = 0; // circle 1 position
float c1y = 0; // (controlled by mouse)
float c1r = 20; // radius
float easing = 0.10;
float c2x = 260; // circle 2 position
float c2y = 260;
float c2r = 50;
////////////////
float t2x = 400;
float t2y = 600;
float t1r = 100;
float t2r = 100;
float t2l = 100;
////////////
float x1 = 680;
float y1 = 480;
float length =200;
float x = 150;
float y = 100;
float speed = 6;
float i = 180;
float j = 200;
float x3 = 10;
float y3 = 10;
float x4 = 10;
float y4 = 10;
float size4 = 10;
float xSpeed = 6;
float xSpeed2 = 4;
float size3 = 100;
float rectX = 300;
float rectY;
float rectWidth;
float rectHeight;
color c = color( 250, 230,0);
color r = color (250, 0, 0);
void setup(){
size(800, 800);
}
void draw() {
background(100, 100, 100);
float targetX = mouseX;
float dx = targetX - x;
x += dx * easing;
float targetY = mouseY;
float dy = targetY - y;
y += dy * easing;
///////////////////////
f1 = new MousePlayer (x-20, y+10, 100);
g1 = new Enemy (x1-20, y1+5, y1+100);
h1 = new Cheesey (x3+500, y3-30, size3-10);
i1 = new Cheesey (x3+20, y3+20, size3-10);
j1 = new Cheesey (x3+540, y3-340, size3-10);
k1 = new Cheesey (x3+80, y3-380, size3-10);
l1 = new Cheesey (x3+360, y3+200, size3+100);
m1 = new Cheesey (x3-80, y3-200, size3-10);
n1 = new Cheesey (x3+400, y3-500, size3-10);
o1 = new Cheesey (x3+320, y3-10, size3-10);
p1 = new Cheesey (x3-100, y3-300, size3-10);
q1 = new Cheesey (x4+300, y4-200, size4-10);
textSize(32);
text(“points”, 650, 100);
///////////
x1 += xSpeed;
//enemy place
if (x1 < 400 || x1 > height + 500) {
xSpeed += 1;
}else {
xSpeed += -1;
}
////////////////
c1x = mouseX;
c1y = mouseY;
boolean hit = Triangel(c1x,c1y,c1r, c2x,c2y,c2r);
if (hit) {
textSize(32);
text(“I”, 700, 100);
fill (0, 200,10);
noStroke ();
triangle(x3+140+80, y3+655-380, x3+166+80, y3+615-380, x3+200+80, y3+620-380);
triangle(x3+200+80, y3+618-380, x3+138+80, y3+656-380, x3+195+80, y3+640-380);
}else {
fill (0, 0, 0);
}
x = mouseX;
y = mouseY-40;
boolean dood = Ellipse(x, y, t1r, t2x, t2y, t2r);
if (dood) {
fill(400, 0, 0);
stroke ( 100,24,20);
background ( 150, 0, 0);
stroke (205,15);
textAlign(CENTER);
textSize(17);
fill (250,250,250);
text(“OOOFFF you died :(”, 400, 400);
}
//////////////////////////
stroke (205,15);
textAlign(RIGHT);
textSize(17);
fill (250,250,250);
text(“Hi! welcome to the game cheesy!, click to start and use W A S D to walk”, 600, 60);
}
void mousePressed(){
x = mouseX;
y = mouseY;
////////////////////////
}
boolean Triangel (float c1x, float c1y, float c1r, float c2x, float c2y, float c2r){
float distX = c1x - c2x;
float distY = c1y - c2y;
float distance = sqrt( (distXdistX) + (distYdistY) );
// if the distance is less than the sum of the circle’s
// radii, the circles are touching!
if (distance <= c1r+c2r) {
return true;
}
return false;
}
boolean Ellipse (float x1, float y1, float t1r, float t2x, float t2y, float t2r){
float distX = x1 - t2x;
float distY = y1 - t2y;
float distance = sqrt( (distXdistX) + (distYdistY) );
// if the distance is less than the sum of the circle’s
// radii, the circles are touching!
if (distance <= t1r+t2r) {
return true;
}
return false;
}
this is class one
class Cheesey{
float x4 = 10;
float y4 = 10;
float x3 = 10;
float y3 = 10;
float size3 = 10;
color c = color( 250, 230,0);
color r = color (250, 0, 0);
Cheesey (float x3, float y3, float size3){
noStroke ();
fill ( c);
if (hit){
fill ®;
noStroke ();
triangle(x3+140, y3+655, x3+166, y3+615, x3+200, y3+620);
}
triangle(x3+140, y3+655, x3+166, y3+615, x3+200, y3+620);
stroke (25,15);
fill ( 230, 150,0);
if (hit){
fill ( 230, 0,0);
noStroke ();
}
triangle(x3+200, y3+618, x3+138, y3+656, x3+195, y3+640);
stroke (250, 230,0);
if (hit){
stroke ( 230, 0,0);
}
ellipse ( x3+168, y3+626,12, 12);
noStroke ();
ellipse ( x3+161, y3+640,10, 10);
stroke (230, 150,0);
if (hit){
stroke ( 230, 0,0);
}
fill ( 230, 150,0);
if (hit){
fill ( 230, 0,0);
}
ellipse ( x3+185,y3+628,10, 10);
}
}
this is class 2
class Enemy{
float enemy = 100;
float speed = 4;
Enemy (float x1, float y1, float xSpeed){
stroke ( 60,20,10);
strokeWeight (3);
//rat
fill(100, 0, 10);
ellipse(x1+50, y1+75, 10, 15);
// leg 2
fill(100, 0, 10);
ellipse(x1+5, y1+75, 10, 15);
// ear 21
fill(100, 0, 10);
ellipse(x1+45, y1+10, 55, 40);
// ear11
fill(100, 0, 10);
ellipse(x1+45, y1+10, 50, 35);
// nose brown
fill(100, 0, 10);
ellipse(x1+75, y1+40, 45, 12);
// big body
fill(100, 0, 10);
ellipse(x1+25, y1+50, 100, 50);
// nose mouse pink
fill(100, 0, 10);
ellipse(x1+96, y1+35, 10, 10);
// head mouse
fill(100, 0, 10);
ellipse(x1+55, y1+35, 50, 50);
// ear 2
fill(100, 0, 10);
ellipse(x1+35, y1+10, 55, 40);
// ear pink 2
fill(100, 0, 10);
ellipse(x1+35, y1+10, 50, 35);
// eyes black
fill(0, 0, 0);
ellipse(x1+55, y1+35, 5, 5);
// eyes white
fill(225, 225, 225);
ellipse(x1+54, y1+35, 2, 2);
// leg 2
fill(100, 0, 10);
ellipse(x1+35, y1+75, 10, 15);
// leg 3
fill(100, 0, 10);
ellipse(x1-9, y1+75, 10, 15);
// tail
noFill();
stroke(255, 102, 0);
stroke(0, 0, 0);
bezier(x1-75, y1+50, x1-40, y1+50, x1-35, y1+15, x1-20, y1+40);
line(x1+60, y1+30, x1+45, y1+25);
}
}
this is class 3
class MousePlayer {
float x = 200;
float y = 200;
float speed = 14;
Boolean isHit = false;
MousePlayer (float x, float y, float size){
background(100,100,100);
stroke ( 24,20);
strokeWeight (3);
fill(200, 100, 0);
ellipse(x+50, y+75, 10, 15);
// leg 2
fill(200, 100, 0);
ellipse(x+5, y+75, 10, 15);
// ear 21
fill(200, 100, 0);
ellipse(x+45, y+10, 45, 40);
// ear11
fill(200, 100, 100);
ellipse(x+45, y+10, 40, 35);
// nose brown
fill(200, 100, 0);
ellipse(x+75, y+40, 35, 12);
// big body
fill(200, 100, 0);
ellipse(x+25, y+50, 100, 50);
// nose mouse pink
fill(200, 100, 100);
ellipse(x+92, y+35, 10, 10);
// head mouse
fill(200, 100, 0);
ellipse(x+55, y+35, 50, 50);
// ear 2
fill(200, 100, 0);
ellipse(x+35, y+10, 45, 40);
// ear pink 2
fill(200, 100, 100);
ellipse(x+35, y+10, 40, 35);
// eyes black
fill(0, 0, 0);
ellipse(x+55, y+35, 5, 5);
// eyes white
fill(225, 225, 225);
ellipse(x+54, y+35, 2, 2);
//
// leg 2
fill(200, 100, 0);
ellipse(x+35, y+75, 10, 15);
// leg 3
fill(200, 100, 0);
ellipse(x-9, y+75, 10, 15);
// tail
noFill();
stroke(255, 102, 0);
stroke(0, 0, 0);
bezier(x-75, y+50, x-40, y+50, x-35, y+15, x-20, y+40);
}
void keyPressed()
{
if(key == ‘w’)
{
y = y - speed;
}
if(key == ‘s’)
{
y = y + speed;
}
if(key == ‘a’)
{
x = x - speed;
}
if(key == ‘d’)
{
x = x + speed;
}
}
}
I hope you guys can help me out?
any other ideas are welcome ofc!!