我有一家商店正在尝试设置,调试器内部的所有帐户都在触发该事件,但是绝对不执行任何操作。
这是我的设置:
o_Shop
-玩家互动以在room0内部创建一个图层
o_Shop_setup
-创建数组,创建事件:
global.inventory[1, 1] = "Mines"; //Item Name
global.inventory[1, 2] = sp_Blue_mine_UI; //Item Sprite
global.inventory[1, 3] = 50; //Cost
global.inventory[1, 4] = MINE_NUMBER; //Current Inventory
global.inventory[1, 5] = MINE_NUMBER_MAXIMUM; //Maximum amount
//HE Ammo
global.inventory[2, 1] = "HE Ammo"; //Item Name
global.inventory[2, 2] = sp_ammoHE; //Item Sprite
global.inventory[2, 3] = 5; //Cost
global.inventory[2, 4] = AMMO_AMOUNT; //Current Inventory
global.inventory[2, 5] = AMMO_AMOUNT_MAXIMUM; //Maximum amount
然后,我使用访问该数组的以下对象:
o_item_parent-o_shop_Mines / o_shop_AmmoHE的父级 -在o_item_parent抽奖活动中:
draw_set_font(fnt_small);
draw_set_halign(fa_center);
draw_set_valign(fa_middle);
draw_set_color(c_white);
draw_text(x, y - 100, global.inventory[myid, 1]);
draw_sprite(global.inventory[myid, 2], 0, x, y - 30);
draw_set_color(c_yellow);
draw_text(x, y + 32, string(global.inventory[myid, 3]) + " Coins");
draw_set_color(c_white);
draw_text(x, y + 64, string(global.inventory[myid, 4]) + " / " + string(global.inventory[myid, 5]));
o_shop_Mines-继承Draw事件,并且保持不变。
myid = 1;
o_shop_AmmoHE-继承Draw事件,不做任何更改。 o_shop_AmmoHe创建事件:
myid = 2;
o_buy_parent-o_buy_Mines / o_buy_ammoHE的父级 o_buy_parent-创建事件:
image_speed = 0;
image_index = 0;
o_buy_parent
步骤事件:if (COINS >= global.inventory[myid, 3])
{
image_index = 0;
}
else
{
image_index = 1;
}
if (global.inventory[myid, 4] == global.inventory[myid, 5])
{
image_index = 1;
}
o_buy_parent
按下事件:if (global.inventory[myid, 4] == global.inventory[myid, 5])
{
audio_play_sound(snd_gunReload, 1, false);
}
else if (COINS < global.inventory[myid, 3])
{
audio_play_sound(snd_game_over, 1, false);
}
else
{
//audio play sound snd_purchase_complete
COINS -= global.inventory[myid, 3];
global.inventory[myid,4]++;
}
o_buy_Mines
-从o_buy_parent继承步骤事件/向左按下事件
o_buy_Mines
创建事件内部:myid = 1;
event_inherited();
o_buy_ammoHE
-从o_buy_parent继承步骤事件/向左按下事件
o_buy_ammoHE
创建事件内部:myid = 2;
event_inherited();
o_buy_ammoHE
创建事件内部:myid = 2;
event_inherited();
o_buy_ammoHE
左按下事件内部:if (global.inventory[myid, 4] == global.inventory[myid, 5])
{
audio_play_sound(snd_gunReload, 1, false);
}
else if (COINS < global.inventory[myid, 3])
{
audio_play_sound(snd_game_over, 1, false);
}
else
{
//audio play sound snd_purchase_complete
COINS -= global.inventory[myid, 3];
global.inventory[myid,4]++; //breakpoint triggers fine, does nothing.
//Have also tried the below line, doesn't work, but commented out currently:
//AMMO_AMOUNT += 5;
}
ALL CAPS中的所有变量都是使用o_init
o_init is inside of room ->
rm_LoadingScreen`内的globalvar方法创建的全局变量。
rm_LoadingScreen
除了保留非持久性对象外什么都不做,该对象包含一个
可以更改STATE = GameState
(枚举)的switch语句
`STATE = GameState.menu` is called by default which calls
scr_menuLoader();
break;
除了商店,其他所有东西都在工作。昨天 did 工作正常,但我无法追踪自己的故障。与目前一样,代码会将在屏幕上绘制的数字递增
draw_text(x, y + 64, string(global.inventory[myid, 4]) + " / " + string (global.inventory[myid, 5]));
,但globalvar AMMO_AMOUNT不变。调试器将其显示为永不更改。
谁能提供一些反馈或第二眼?我已经盯着这个看了好几个小时了,但还是没发现问题。
答案 0 :(得分:0)
您对AMMO_AMOUNT和其他带大写字母的名称的使用等同于常量的常数,用作初始值。无论如何,global.inventory [myid,4]中的价值似乎已经增加。 因此,如果要更改AMMO_AMOUNT的值,则应显式地进行更改,就像在注释行中一样:// AMMO_AMOUNT + = 5; 希望您不要误解XD
最后,您的代码应类似于: 在 o_buy_ammoHE 左按下事件内,最后一个 else 块:
else
{
//audio play sound snd_purchase_complete
COINS -= global.inventory[myid, 3];
global.inventory[myid,4]++;
AMMO_AMOUNT = global.inventory[myid,4];
}
如果没有帮助,我会认为一切都按预期进行,您只需要在需要时使用global.inventory [myid,4])。