All language subtitles for 20. Creating an Experience Bar

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Original subtitles

Let's Begin the work that we need to do

To enable the player to upgrade

Skills

So in vampire survivors another games what you typically have is an experienced bar that one

Fills up

You will be able to upgrade

Something some ability that you have

And the upgrade can take the form of

Ada

The improvement to an existing ability or

You can take the form of a brand new build

And so that's all we can be working on is the experience bar

Stop let's go ahead and see how that's going to look

So first let's create a new scene

With a type of

Canvas layer as the route

Let's call this

Experian

Bar

Let's go ahead and save it in

Seems

UI

Went bad as a child note in margin contain

And then

Click the anchor

Button appear

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In the towbar

And then select the full rectangle option in the bottom right

Ok and before we go any further with this

Go ahead and scroll down on your margin container

Until you see

The mouse filter option

And change that to ignore

And remember we're doing this for the mouse

Events are not interested

4 square

Margin

Under the margin container let's go ahead and add a child no

Progress bar

And will end up with something like this

In the progress bar within a scroll down and we're going to change the horizontal and vertical

Sizing

2

Keep fill in the horizontal and working to shrink and

In the

So now we've got our bar exist

At the bottom

Now before we go any further we're going to also change the mouse filter for this bar

So scroll to the mouse filter setting every control note has a mouse filter setting

And I'm just going to go ahead

Ignore

Describe to the top of the inspector for this progress bar

What's turn off show present

And that won't shrink It dramatic

Also going to change the min value in the Maxwell rehearsal this to the mean value of 0 max value of 1

We can leave the step at

01

Let's turn the volume to .5 just so we can see what we doing

So what we do socially done as we've changed the range of the progress bar from 0 to 1

So that we can work easily

Set the value as a percentage

Rather than some arbitrary number above 1

We don't need to touch any of the other settings

But I am going to do as I'm going to go down to the layouts

And where it says custom minimum size I'm going to bump up the minimum size in the Y to

Just to make it a little bit more

Let's go over to our main

Unless instantiate a child scene

Are we going to instantiate that Xperia

I'm going to drag the experience bar

To just below the arena time you out

And I'm going to run the game

Security now that we've got a progress bar at the bottom of our school

Now we are going to be doing a lot of you

Steaming in this course

We're not going to touch it right now so if it looks a little bit ugly

As a matter of fact

Anything in the game little bit ugly right now

Don't worry

We are going to be punching everything out but we got to build the foundation

First if you have any doubts about what this game is going to look like when it's fine

You can revisit

The preview video that I made for this

To see what the final

It's going to look like

It was that note out of the way

It looks like a progress bar is displaying properly

So now we have the challenge of

Keeping the experience bar in sync with the amount of collected vile

So let's go to experience manager

And click

Button to open it

So we don't need a couple of things right

Let's create a new variable called current lever

21

And another variable

Here we're going to call it

Target

Experience

I said this to let SE5

To start off

So we are already connected to the vile collected signal

In the game events remember when we created that and we are already printing the car

Experience here

So what we're going to do is really need to find a new signal in this experience manner

So we're going to say signal

Experience

Collect

And then we're going to arguments were going to say

Current Xperia

Number

Cloud

And then

Target Xperia

Lotus

So we're going to pass in the numbers that are necessary to calculate the progress

Which is essential

What was saying

Analyst let's change this from experience collect and to experience updating

Because that's going to be a little bit more

Xperia

Update

Ok

So in here we've got a current experience plus equals none

What we're going to do

Is we are going to do a cup

Firstly we need to clamp the current experience

So what we're going to do

Is we're going to say

Current experiences equal to

Minimum

Current

Experience Plus number

Target

That is going to do

Is that is going to basically say

Take the minimum of these to Val

So if we end up going over the target experience when we are

The number coming in

Then it's going to claim

To target experience because that will be the minimum number of the wise I would just use

Ok

Are we going to get rid of print statement as we don't need any

What's a method signal

Experience update

Omit

And we're going to pass in as the first argument

Current

And then as the second argument

I never want to do is say yes

Current experience is equal to

Target explained

Going to do is we're going to say current level

Organ instrument that by 1 so plus equals 1

We're going to say target Xperia

Plus equals

And this is where we're going to have to play with the numbers a little bit

But for now let's create a const

Just below the signal

Can't

Target

Experience

Grow

And I will send that to 5

So

When are current experiences equal territorial

We're going to

Increment the current level

Target Xperia

2

The current target experience plus the target experience grocery

5 experience requirement per level a general probably going to change this butler just build it out

Very roughly for now

And then we need a set the current experience 20

So that we reset the bar

And I'm also going to admit this experience updated

Again

Just so that way you know you don't have to worry about a meeting things to offer

Just emit the signal whenever it's a pro

To do anything else hand

Ok so this is essentially going to be our game live for

Incrementing a level and

Keeping track of the experience and all

Good stuff

So that should be good for experience manager

Let's go to our experience bar that's open up that script

All at Sea again and then attach a script to the experience bar

Defaults are ok so that's all good

Alright so let's do another explore

Export variable

Experience

Manager

As a note

Ok

And then what we're going to do is in our ready method

Funk underscore ready

We're going to say experience manager

Start

And an Arsenal is called what so if I go to my experience manager scriptwriter

Experience updating so I'm just going to copy that

And then come back to the sky

Experience manager experience updated

On

Experian

Updated so again were using the signal

From the supplied experience manager

To figure out how to connect to a sunstead of trying to go through the scene tree and find it we're just supplying

Is an export variable

Another connector

2

This

On experience

And then we need to

Create that function so on

Experience

And remember we've got two arguments coming in

You've got the curry

Xperia

Which is a flower

And the target

What does a

What's this right pass for now

And we need to get the progress bar now remember I showed you the trick of how we can do access as unique

But I'm not going to do that this time just to show you what it looks like

So I'm going to underneath the export I'm going to do it

On read

Bar

Progress underscore bar is equal to dollar sign

Margin container

Flash

So we're going to get a reference to the progress bar

On ready

And I'm here we're going to update the progress bar so let's get rid of this pass in on experience update

Let's calculate the percentage so far percent

Is equal to

Credit Xperia

Divide by 30

Now if you wanted to you could put in a check to make sure that they start experience is not zero

I'm not going to go that far I'm not going to be that careful

But that is something that you could do if you wanted to be really defensive about European Pro

And then we're going to say

Progress bar

Chad Valley

Is equal to

So this is going to work so

Keep in mind progressbar

The value is not by default

It's right you recall that in a progress bar we change the min value and market value from 0 to 1

If this was 0 to 100 like it is by The Fall

If we set the value to a percentage

We be sitting about like .5 out of 100

Right Insula wouldn't even shower

But because we're just at the Maine Valley in the max value

2

In one

Now we have the ability to

Just supply the calculator percentages the Valley

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And last thing I'm going to do on ready above the signal connection as I'm just simply going to see

The progressbar.js value

To start

Because we have it set to .5

In the

So that we can see

So so

I can see that

Work

And just resetting it to zero when the game start

So that we don't have

Outdated

Experience

Something to go back to my main screen

And we need to assign the experience manager in our experience Barroso at the experience bar

Gravity experience manager

And bring it on over

Alright let's see if this is working so let's go ahead and Run the game

And you can see that are bars not filled at the bottom

And as I

Kill some rats here

We should

Start seeing a private bar

There we go I've collected one Vial

So you're private bar should be increasing

And we can just test real

That

If I collect one more vile

That is going to rap and then

Yep ok

It looks like we're working well

So that's the experience bar and experience

Tracking

The next step is to start creating a framework in

Which weekend do ability

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