You would loop through the collisions that the player's entity has made since the last updateworld command like this:
a really basic method is as follows:
Then after your renderworld but before your flip you might do something like this:
The code posted there should give you ideas hopefully. There are 1001 ways of doing this and that is just one of them.
a really basic method is as follows:
type TreeObject field EntityHandle field Wood end type for ColIndex=1 to CountCollisions(PlayerEntity) ColEntity=CollisionEntity(PlayerEntity,ColIndex) FoundTree=false For Tree.TreeObject=each TreeObject If Tree\EntityHandle=ColEntity then FoundTree=true:exit next If FoundTree=true then Tree\Wood=Tree\Wood-1:PlayerWood=PlayerWood+1 next
Then after your renderworld but before your flip you might do something like this:
For Tree.TreeObject=each TreeObject CameraProject Camera,EntityX(Tree\EntityHandle),EntityY(Tree\EntityHandle)+OffsetY#+EntityZ(Tree\EntityHandle) Text Projectedx(),Projectedy(),"Wood:"+Str(Tree\Wood) next
The code posted there should give you ideas hopefully. There are 1001 ways of doing this and that is just one of them.