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Score
The Score tab controls the standard six-digit score display: which font it uses and its background color. Drawing custom digits also happens here, when a custom font is selected.
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Score font — a dropdown of built-in presets, plus:
- Default — a fixed, built-in font. Nothing to edit here.
- Squish (compact - shrinks the score row) — a fixed, built-in compact font that shrinks the score row to make room for the Text Minikernel's text lines underneath it. Offered even if you're not using the Text Minikernel.
- Custom (drawn below) / Squish Custom (compact - drawn below) — draw custom digits using the pixel grids that appear below. Squish Custom starts from Squish's compact digit shapes and uses a shorter (5-row instead of 8-row) grid, since Squish never reads the top 3 rows at runtime.
Only Custom and Squish Custom show the digit-drawing editors - every preset (including plain Squish) is a fixed bitmap with nothing to edit.
- Score background color — the score row's background color, independent of the playfield. Click "Use background color" to instead always track the live background color, including any runtime changes from a "Background: set color" block, rather than a fixed color. Only takes effect when the Text Minikernel is in use elsewhere in the project (e.g. a "Show text" block) - the standard score bar's background is otherwise fixed at compile time regardless of this setting. With the DPC+ kernel the setting always takes effect, and a "Score set background color" block changes it while the game runs.
- Add score padding (Custom/Squish Custom only) — 0, 1, or 2 extra scanlines of the score row's background color, drawn right after the score digits finish and before whatever draws next.
- 5 score digits — a switch next to the score fade option. On, the score shows five digits instead of six: the leftmost digit is left out (so scores up to 99999 show in full) and the five that remain are centered. It applies to the standard kernel, the DPC+ kernel and the Text Minikernel's score digits. On DPC+ the digits sit a few pixels left of the standard kernel's.
With Custom or Squish Custom selected:
- Use extra glyphs (10-15) — adds 6 more drawable glyph slots beyond the ten decimal digits. Costs 48 extra bytes of ROM space.
- Each digit has a pixel grid (8 pixels wide). See the Graphic Editor Toolbar page for a description of graphic editing tool functionality.
Reset to default digits — replaces all ten (or sixteen, with extra glyphs enabled) digits with the built-in default font's shapes, as a starting point to edit from.
On the Actions tab, the Score category has blocks for reading and changing the score, its color, and the two optional playfield score bars:
- Score / Score set to [n] / Score change by [n] — read, set, or add to the six-digit score.
- Score digit [1-6] / Score digit [1-6] set to [n] / Score digit [1-6] change by [n] — read, set, or change a single digit directly (counting from the left), without affecting the others. Values 0-9 only - setting/changing a digit doesn't wrap or carry into its neighbor.
- Score color / Score set color to [color] / Score change color by [n] — read, set, or change the score's color.
- Fade Score color to [color] over [n] frames — starts fading the score's color toward the given color, same hue as the target, brightness automatically climbing or dropping from wherever it currently is. Only needs to be triggered once - the fade keeps running by itself every frame afterward, even from inside an "if" block that only briefly becomes true, until it reaches the target and stops.
- When Score color has finished fading — runs the connected blocks once, the moment a matching fade reaches its target color. Does nothing if no matching fade ever runs anywhere in the project.
- Score set background color to [color] — updates the score row's background color at runtime. Only takes effect when the Text Minikernel is in use elsewhere in the project - see the Score background color setting above for the same restriction.
Two independent playfield score bars ("1" and "2"), colored using the score's color:
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Score Bar [1/2] / Score Bar [1/2] set to [n] / Score Bar [1/2] change by [n] — read, set, or change a bar's raw binary pattern directly (
%00000000to%11111111- each 1 bit lights a pixel of the bar). Setting or changing a bar enables it. - Score Bar [1/2] set health to [0-8] / Score Bar [1/2] change health by [n] — treats the bar as a health bar: a solid block of the given width, growing outward from the score (0 = empty, 8 = full). A literal negative change shrinks it; a variable amount can only grow it, since the bar has no separate stored "current value" to read a sign from.
- Score Bar [1/2] set lives to [0-4] / Score Bar [1/2] change lives by [n] — treats the bar as a lives indicator: evenly spaced dots, growing outward from the score. Same negative-literal-only-shrinks rule as health above.
See the Actions tab's Score category for every Score block: reading/setting/changing the score, its color, and a single digit, fading the score's color, setting its runtime-only background color, and the two optional playfield score bars.