GE Lua Documentation

Press F to search!

setPoints

Definition


-- @/lua/ge/extensions/ui/apps/pointsBar.lua:26

-- Function to update points
local function setPoints(points, pointsLabel)
  pointsData.currentPoints = points
  pointsData.pointsLabel = pointsLabel
  local maxValue = pointsData.thresholds[#pointsData.thresholds] * 1.1  -- Add 10% buffer
  guiData.fillPercent = points / maxValue
  guiData.pointsLabel = pointsLabel or tostring(points)
  guiData.thresholdsReached = {}
  for i, threshold in ipairs(pointsData.thresholds) do
    guiData.thresholdsReached[i] = points >= threshold
  end
  guiData.thresholdCount = #pointsData.thresholds
  guihooks.queueStream('pointsBar', guiData)
end

Callers

@/lua/ge/extensions/ui/apps/pointsBar.lua
  M.setThresholds({100, 200, 300})
  M.setPoints(0)
end
  M.setThresholds(pointsData.thresholds)
  M.setPoints(pointsData.currentPoints, pointsData.pointsLabel)
end
@/lua/ge/extensions/gameplay/crashTest/scenarioManager.lua

  ui_apps_pointsBar.setPoints(gameplay_crashTest_crashTestScoring.getTotalScoreData().totalScore)
local function startScenario()
  ui_apps_pointsBar.setPoints(0)
@/lua/ge/extensions/flowgraph/nodes/gameplay/pointsBarSetPoints.lua
function C:work()
  ui_apps_pointsBar.setPoints(self.pinIn.points.value, self.pinIn.pointsLabel.value)
  self.mgr.modules.ui.pointsBarChanged = true