GML - Not passing through a part of the code
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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 |
up vote
0
down vote
favorite
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 at 8:56
add a comment |
up vote
0
down vote
favorite
up vote
0
down vote
favorite
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 at 16:55
Lloyd Nicholson
566
566
asked Nov 11 at 17:53
Lucas 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 at 8:56
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 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 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 at 8:56
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 at 8:56