GML - Not passing through a part of the code
This is a Trigger Warp code:
if (needEnter)
if (keyboard_check(vk_enter))
audio_play_sound(door_open,0,0);
room_goto(targetRoom);
obj_player.x = targetX;
obj_player.y = targetY;
obj_player.image_index = playerSide
else
if (!instance_exists(obj_msgballoon))
balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon);
balloon.balloon_msg = msg_openable_door;
playerIsIn = true
else
room_goto(targetRoom);
obj_player.x = targetX;
obj_player.y = targetY;
The code above triggers the spawn of the obj_msgballoon Instance normally... but something like this doesn't:
if (keyboard_check(vk_enter))
if instance_exists(obj_msgballoon)
if (obj_msgballoon.image_yscale > 1)
if cooldown < 1
instance_destroy(obj_msgballoon)
balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon)
balloon.isTimed = true;
balloon.balloon_msg = msg_locked_door;
cooldown = 15;
cooldown--;
else
balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon)
balloon.isTimed = true;
balloon.balloon_msg = msg_locked_door;
if (!audio_is_playing(locked_door_snd))
audio_play_sound(locked_door_snd,0,0);
Even if I do something like this it does not work:
balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon);
balloon.balloon_msg = msg_openable_door;
I just can't find out the problem... maybe I'm missing something?
Edit: Here it is the code of the obj_msgballoon;
STEP:
if (p)
sprite_index = ballon_msg;
p = false;
if (!isTimed)
if image_yscale < 1
image_yscale += 0.3
x = obj_player.x
y = obj_player.bbox_top - 15
else
if image_yscale < 1
image_yscale += 0.3
x = obj_player.x
y = obj_player.bbox_top - 15
if cooldown < 1
instance_destroy();
cooldown--;
CREATE:
image_yscale = 0
p = true;
cooldown = 40;
isTimed = false;
balloon_msg = pointer_null;
gml game-maker-language game-maker-studio-2
add a comment |
This is a Trigger Warp code:
if (needEnter)
if (keyboard_check(vk_enter))
audio_play_sound(door_open,0,0);
room_goto(targetRoom);
obj_player.x = targetX;
obj_player.y = targetY;
obj_player.image_index = playerSide
else
if (!instance_exists(obj_msgballoon))
balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon);
balloon.balloon_msg = msg_openable_door;
playerIsIn = true
else
room_goto(targetRoom);
obj_player.x = targetX;
obj_player.y = targetY;
The code above triggers the spawn of the obj_msgballoon Instance normally... but something like this doesn't:
if (keyboard_check(vk_enter))
if instance_exists(obj_msgballoon)
if (obj_msgballoon.image_yscale > 1)
if cooldown < 1
instance_destroy(obj_msgballoon)
balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon)
balloon.isTimed = true;
balloon.balloon_msg = msg_locked_door;
cooldown = 15;
cooldown--;
else
balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon)
balloon.isTimed = true;
balloon.balloon_msg = msg_locked_door;
if (!audio_is_playing(locked_door_snd))
audio_play_sound(locked_door_snd,0,0);
Even if I do something like this it does not work:
balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon);
balloon.balloon_msg = msg_openable_door;
I just can't find out the problem... maybe I'm missing something?
Edit: Here it is the code of the obj_msgballoon;
STEP:
if (p)
sprite_index = ballon_msg;
p = false;
if (!isTimed)
if image_yscale < 1
image_yscale += 0.3
x = obj_player.x
y = obj_player.bbox_top - 15
else
if image_yscale < 1
image_yscale += 0.3
x = obj_player.x
y = obj_player.bbox_top - 15
if cooldown < 1
instance_destroy();
cooldown--;
CREATE:
image_yscale = 0
p = true;
cooldown = 40;
isTimed = false;
balloon_msg = pointer_null;
gml game-maker-language game-maker-studio-2
Hey Lucas, have you tried setting breakpoints and used the 'Debug' function? That way you know exactly the location where it doesn't go through the code.
– Steven
Nov 12 '18 at 8:56
What is your question? Please specify what you would like to do with this code? Some clarification would be helpful and then I’m sure I would be able to help you.
– Lloyd Nicholson
Dec 14 '18 at 17:19
add a comment |
This is a Trigger Warp code:
if (needEnter)
if (keyboard_check(vk_enter))
audio_play_sound(door_open,0,0);
room_goto(targetRoom);
obj_player.x = targetX;
obj_player.y = targetY;
obj_player.image_index = playerSide
else
if (!instance_exists(obj_msgballoon))
balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon);
balloon.balloon_msg = msg_openable_door;
playerIsIn = true
else
room_goto(targetRoom);
obj_player.x = targetX;
obj_player.y = targetY;
The code above triggers the spawn of the obj_msgballoon Instance normally... but something like this doesn't:
if (keyboard_check(vk_enter))
if instance_exists(obj_msgballoon)
if (obj_msgballoon.image_yscale > 1)
if cooldown < 1
instance_destroy(obj_msgballoon)
balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon)
balloon.isTimed = true;
balloon.balloon_msg = msg_locked_door;
cooldown = 15;
cooldown--;
else
balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon)
balloon.isTimed = true;
balloon.balloon_msg = msg_locked_door;
if (!audio_is_playing(locked_door_snd))
audio_play_sound(locked_door_snd,0,0);
Even if I do something like this it does not work:
balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon);
balloon.balloon_msg = msg_openable_door;
I just can't find out the problem... maybe I'm missing something?
Edit: Here it is the code of the obj_msgballoon;
STEP:
if (p)
sprite_index = ballon_msg;
p = false;
if (!isTimed)
if image_yscale < 1
image_yscale += 0.3
x = obj_player.x
y = obj_player.bbox_top - 15
else
if image_yscale < 1
image_yscale += 0.3
x = obj_player.x
y = obj_player.bbox_top - 15
if cooldown < 1
instance_destroy();
cooldown--;
CREATE:
image_yscale = 0
p = true;
cooldown = 40;
isTimed = false;
balloon_msg = pointer_null;
gml game-maker-language game-maker-studio-2
This is a Trigger Warp code:
if (needEnter)
if (keyboard_check(vk_enter))
audio_play_sound(door_open,0,0);
room_goto(targetRoom);
obj_player.x = targetX;
obj_player.y = targetY;
obj_player.image_index = playerSide
else
if (!instance_exists(obj_msgballoon))
balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon);
balloon.balloon_msg = msg_openable_door;
playerIsIn = true
else
room_goto(targetRoom);
obj_player.x = targetX;
obj_player.y = targetY;
The code above triggers the spawn of the obj_msgballoon Instance normally... but something like this doesn't:
if (keyboard_check(vk_enter))
if instance_exists(obj_msgballoon)
if (obj_msgballoon.image_yscale > 1)
if cooldown < 1
instance_destroy(obj_msgballoon)
balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon)
balloon.isTimed = true;
balloon.balloon_msg = msg_locked_door;
cooldown = 15;
cooldown--;
else
balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon)
balloon.isTimed = true;
balloon.balloon_msg = msg_locked_door;
if (!audio_is_playing(locked_door_snd))
audio_play_sound(locked_door_snd,0,0);
Even if I do something like this it does not work:
balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon);
balloon.balloon_msg = msg_openable_door;
I just can't find out the problem... maybe I'm missing something?
Edit: Here it is the code of the obj_msgballoon;
STEP:
if (p)
sprite_index = ballon_msg;
p = false;
if (!isTimed)
if image_yscale < 1
image_yscale += 0.3
x = obj_player.x
y = obj_player.bbox_top - 15
else
if image_yscale < 1
image_yscale += 0.3
x = obj_player.x
y = obj_player.bbox_top - 15
if cooldown < 1
instance_destroy();
cooldown--;
CREATE:
image_yscale = 0
p = true;
cooldown = 40;
isTimed = false;
balloon_msg = pointer_null;
gml game-maker-language game-maker-studio-2
gml game-maker-language game-maker-studio-2
edited Dec 5 '18 at 16:55
Lloyd Nicholson
300110
300110
asked Nov 11 '18 at 17:53
Lucas RuizLucas Ruiz
11
11
Hey Lucas, have you tried setting breakpoints and used the 'Debug' function? That way you know exactly the location where it doesn't go through the code.
– Steven
Nov 12 '18 at 8:56
What is your question? Please specify what you would like to do with this code? Some clarification would be helpful and then I’m sure I would be able to help you.
– Lloyd Nicholson
Dec 14 '18 at 17:19
add a comment |
Hey Lucas, have you tried setting breakpoints and used the 'Debug' function? That way you know exactly the location where it doesn't go through the code.
– Steven
Nov 12 '18 at 8:56
What is your question? Please specify what you would like to do with this code? Some clarification would be helpful and then I’m sure I would be able to help you.
– Lloyd Nicholson
Dec 14 '18 at 17:19
Hey Lucas, have you tried setting breakpoints and used the 'Debug' function? That way you know exactly the location where it doesn't go through the code.
– Steven
Nov 12 '18 at 8:56
Hey Lucas, have you tried setting breakpoints and used the 'Debug' function? That way you know exactly the location where it doesn't go through the code.
– Steven
Nov 12 '18 at 8:56
What is your question? Please specify what you would like to do with this code? Some clarification would be helpful and then I’m sure I would be able to help you.
– Lloyd Nicholson
Dec 14 '18 at 17:19
What is your question? Please specify what you would like to do with this code? Some clarification would be helpful and then I’m sure I would be able to help you.
– Lloyd Nicholson
Dec 14 '18 at 17:19
add a comment |
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Hey Lucas, have you tried setting breakpoints and used the 'Debug' function? That way you know exactly the location where it doesn't go through the code.
– Steven
Nov 12 '18 at 8:56
What is your question? Please specify what you would like to do with this code? Some clarification would be helpful and then I’m sure I would be able to help you.
– Lloyd Nicholson
Dec 14 '18 at 17:19