Reputation: 3
I have a shop that I am attempting to set up that by all accounts inside of the Debugger is triggering, but doing absolutely nothing.
This is the set up that I have:
o_Shop
- Player interacts to create a layer inside of room0
o_Shop_setup
- Creation of Array, Create Event:
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
Then, I use the follow objects that access that array:
o_item_parent - Parent of o_shop_Mines/o_shop_AmmoHE - Inside of o_item_parent Draw Event:
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 - Inherits the Draw Event with no changes.
myid = 1;
o_shop_AmmoHE - Inherits the Draw Event with no changes. o_shop_AmmoHe Create Event:
myid = 2;
o_buy_parent - Parent of o_buy_Mines/o_buy_ammoHE o_buy_parent - Create Event:
image_speed = 0;
image_index = 0;
o_buy_parent
Step Event: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
Left Pressed Event: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
- Inherits Step Event/Left Pressed Event from o_buy_parent
o_buy_Mines
Create Event:myid = 1;
event_inherited();
o_buy_ammoHE
- Inherits Step Event/Left Pressed Event from o_buy_parent
o_buy_ammoHE
Create Event:myid = 2;
event_inherited();
o_buy_ammoHE
Create Event:myid = 2;
event_inherited();
o_buy_ammoHE
Left Pressed Event: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 variables in ALL CAPS are global variables created using globalvar method inside of o_init
o_initis inside of room ->
rm_LoadingScreen`
rm_LoadingScreen
does nothing but hold this object which is not persistent, this object contains a
switch statement that can change STATE = GameState
(enum)
`STATE = GameState.menu` is called by default which calls
scr_menuLoader();
break;
Everything is working except the store. It did work yesterday but I'm having trouble tracking down what I broke. As currently, the code is incrementing a number that is drawn to the screen by
draw_text(x, y + 64, string(global.inventory[myid, 4]) + " / " + string (global.inventory[myid, 5]));
but the globalvar AMMO_AMOUNT is not changing. The debugger shows it as never changing.
Can anyone provide some feedback or a second set of eyes? I've been staring at this for hours and I just can't see a problem.
Upvotes: 0
Views: 218
Reputation: 173
The use you are doing for AMMO_AMOUNT and other names with caps is the equivalent for a constant, used as an initial value. Anyway It seems the value in global.inventory[myid,4] has already increased. So if you want to change the value of AMMO_AMOUNT you should do it explicitly, just like you have in the commented line: //AMMO_AMOUNT += 5; I hope you haven't commented it by mistake XD
In the end, your code should be like: Inside of o_buy_ammoHE Left Pressed Event, the last else block:
else
{
//audio play sound snd_purchase_complete
COINS -= global.inventory[myid, 3];
global.inventory[myid,4]++;
AMMO_AMOUNT = global.inventory[myid,4];
}
if it doesn't help, I would think that everything is working as expected and you just have to use global.inventory[myid, 4]) where needed.
Upvotes: 0