In this chapter, we learned what a Heads Up Display (HUD) is, and how we can create HUD elements for our games by configuring special-purpose actors to fit the bill. We learned how to anchor an actor to the screen so that it will be positioned on the screen, rather than on the scene space, create attributes that reference one actor from another within a scene and then communicate between them, and how to make an actor follow the position of the mouse cursor. That's a lot of learning squeezed into one little chapter! You've learned much so far, and you should be proud of your achievements, but the learning isn't quite over yet. Let's advance to where we'll learn how to create a main menu and add functional buttons. See you in the next chapter!
Stencyl Essentials
By :
Stencyl Essentials
By:
Overview of this book
Table of Contents (20 chapters)
Stencyl Essentials
Credits
About the Author
Acknowledgements
About the Reviewers
www.PacktPub.com
Preface
Free Chapter
Exploring the Stencyl Toolset and Game Engine
Starting the Game Project
Backgrounds and Tilesets
Building Levels Using Scenes
Actor Types and Instances
Writing Simple Behaviors
Complex Behaviors and Code
Adding Sound FX and Music
Adding HUD Elements
Adding Menus and Buttons
Scoring and Game Rules
Publishing and Monetization
Index
Customer Reviews