Hallo
ich hab ein problem mit meinen Spielen:
Ich hab bei meinem Bear Spiel ne Waffe einbauen wollen, aber das funzt net
es sagt immer das es keine Variable can_shoot gibt, wenn ich schiessen will.
hier die obj information vom Player:
Information about object: PLAYER
Sprite: sprite23
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
execute code:
global.can_shoot=0
global.Left=0
at position (0,1) draw the number of lives with caption Lives:
set the number of lives to 3
at position (0,10) draw the value of score with caption Score:
set the information in the window caption:
show score with caption score:
show lives with caption lives:
don't show health with caption health:
set the mouse cursor to sprite sprite37 and don't show the windows cursor
sleep 1000 milliseconds; redrawing the screen: true
create a large effect of type ellipse at (2*hspeed,2*vspeed) of color 255 below objects
create a large effect of type ring at (2*hspeed,2*vspeed) of color 255 below objects
create a large effect of type star at (2*hspeed,2*vspeed) of color 255 below objects
create a large effect of type spark at (2*hspeed,2*vspeed) of color 255 below objects
Step Event:
if relative position (0,1) is collision free for Only solid objects
set the gravity to 0.5 in direction 270
else
set the gravity to 0 in direction 270
if vspeed is larger than 12
set variable vspeed to 12
Collision Event with object ground:
move in direction direction at most 12 till a contact with solid objects
set the vertical speed to 0
Collision Event with object GHOST:
set the sprite to sprite24 with subimage 0 and speed 1
sleep 500 milliseconds; redrawing the screen: true
set the sprite to sprite23 with subimage 0 and speed 1
sleep 500 milliseconds; redrawing the screen: true
set the sprite to sprite24 with subimage 0 and speed 1
sleep 500 milliseconds; redrawing the screen: true
set the sprite to sprite23 with subimage 0 and speed 1
for other object: destroy the instance
set the number of lives relative to -1
jump to the start position
Collision Event with object Finish:
if next room exists
go to next room with transition effect <no effect>
else
show the highscore table
background: <undefined>
show the border
new color: 255, other color: 0
Font: "Times New Roman",10,0,0,0,0,0
go to room room1 with transition effect <no effect>
Collision Event with object Honig:
set the score relative to 5
play sound sound4; looping: false
for other object: destroy the instance
Collision Event with object ground2:
move in direction direction at most 12 till a contact with solid objects
set the vertical speed to 0
Collision Event with object water:
set the number of lives relative to -1
jump to the start position
Collision Event with object wapon:
execute code:
global.can_shoot=1
for other object: destroy the instance
Collision Event with object wapon red:
execute code:
global.can_shoot=1
for other object: destroy the instance
Keyboard Event for <Space> Key:
if can_shoot is equal to 1
if Left is equal to 1
play sound sound2; looping: false
create instance of object shoot at relative position (0,0)
else
play sound sound2; looping: false
create instance of object shoot right at relative position (0,0)
Keyboard Event for <Left> Key:
if relative position (-4,0) is collision free for Only solid objects
move relative to position (-4,0)
set the sprite to sprite23 with subimage 0 and speed 1
execute code:
global.Left=1
Keyboard Event for <Up> Key:
if relative position (0,1) gives a collision with Only solid objects
set the vertical speed to -10
Keyboard Event for <Right> Key:
if relative position (4,0) is collision free for Only solid objects
move relative to position (4,0)
set the sprite to sprite23 with subimage 0 and speed 1
execute code:
global.Left=0
Keyboard Event for C-key Key:
clear the highscore table
Keyboard Event for F-key Key:
create a large effect of type ellipse at (2*hspeed,2*vspeed) of color 255 below objects
create a large effect of type ring at (2*hspeed,2*vspeed) of color 255 below objects
create a large effect of type star at (2*hspeed,2*vspeed) of color 255 below objects
create a large effect of type spark at (2*hspeed,2*vspeed) of color 255 below objects
Keyboard Event for S-key Key:
save the game in the file savegame
Other Event: Outside Room:
set the number of lives relative to -1
jump to the start position
Other Event: No More Lives:
show the highscore table
background: <undefined>
show the border
new color: 255, other color: 0
Font: "Times New Roman",10,0,0,0,0,0
go to room room1 with transition effect <no effect>
Key Press Event for F8 Key:
if sound sound3 is playing
stop sound sound3
else
play sound sound3; looping: false
g Knuckles12
ich hab ein problem mit meinen Spielen:
Ich hab bei meinem Bear Spiel ne Waffe einbauen wollen, aber das funzt net
es sagt immer das es keine Variable can_shoot gibt, wenn ich schiessen will.
hier die obj information vom Player:
Information about object: PLAYER
Sprite: sprite23
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
execute code:
global.can_shoot=0
global.Left=0
at position (0,1) draw the number of lives with caption Lives:
set the number of lives to 3
at position (0,10) draw the value of score with caption Score:
set the information in the window caption:
show score with caption score:
show lives with caption lives:
don't show health with caption health:
set the mouse cursor to sprite sprite37 and don't show the windows cursor
sleep 1000 milliseconds; redrawing the screen: true
create a large effect of type ellipse at (2*hspeed,2*vspeed) of color 255 below objects
create a large effect of type ring at (2*hspeed,2*vspeed) of color 255 below objects
create a large effect of type star at (2*hspeed,2*vspeed) of color 255 below objects
create a large effect of type spark at (2*hspeed,2*vspeed) of color 255 below objects
Step Event:
if relative position (0,1) is collision free for Only solid objects
set the gravity to 0.5 in direction 270
else
set the gravity to 0 in direction 270
if vspeed is larger than 12
set variable vspeed to 12
Collision Event with object ground:
move in direction direction at most 12 till a contact with solid objects
set the vertical speed to 0
Collision Event with object GHOST:
set the sprite to sprite24 with subimage 0 and speed 1
sleep 500 milliseconds; redrawing the screen: true
set the sprite to sprite23 with subimage 0 and speed 1
sleep 500 milliseconds; redrawing the screen: true
set the sprite to sprite24 with subimage 0 and speed 1
sleep 500 milliseconds; redrawing the screen: true
set the sprite to sprite23 with subimage 0 and speed 1
for other object: destroy the instance
set the number of lives relative to -1
jump to the start position
Collision Event with object Finish:
if next room exists
go to next room with transition effect <no effect>
else
show the highscore table
background: <undefined>
show the border
new color: 255, other color: 0
Font: "Times New Roman",10,0,0,0,0,0
go to room room1 with transition effect <no effect>
Collision Event with object Honig:
set the score relative to 5
play sound sound4; looping: false
for other object: destroy the instance
Collision Event with object ground2:
move in direction direction at most 12 till a contact with solid objects
set the vertical speed to 0
Collision Event with object water:
set the number of lives relative to -1
jump to the start position
Collision Event with object wapon:
execute code:
global.can_shoot=1
for other object: destroy the instance
Collision Event with object wapon red:
execute code:
global.can_shoot=1
for other object: destroy the instance
Keyboard Event for <Space> Key:
if can_shoot is equal to 1
if Left is equal to 1
play sound sound2; looping: false
create instance of object shoot at relative position (0,0)
else
play sound sound2; looping: false
create instance of object shoot right at relative position (0,0)
Keyboard Event for <Left> Key:
if relative position (-4,0) is collision free for Only solid objects
move relative to position (-4,0)
set the sprite to sprite23 with subimage 0 and speed 1
execute code:
global.Left=1
Keyboard Event for <Up> Key:
if relative position (0,1) gives a collision with Only solid objects
set the vertical speed to -10
Keyboard Event for <Right> Key:
if relative position (4,0) is collision free for Only solid objects
move relative to position (4,0)
set the sprite to sprite23 with subimage 0 and speed 1
execute code:
global.Left=0
Keyboard Event for C-key Key:
clear the highscore table
Keyboard Event for F-key Key:
create a large effect of type ellipse at (2*hspeed,2*vspeed) of color 255 below objects
create a large effect of type ring at (2*hspeed,2*vspeed) of color 255 below objects
create a large effect of type star at (2*hspeed,2*vspeed) of color 255 below objects
create a large effect of type spark at (2*hspeed,2*vspeed) of color 255 below objects
Keyboard Event for S-key Key:
save the game in the file savegame
Other Event: Outside Room:
set the number of lives relative to -1
jump to the start position
Other Event: No More Lives:
show the highscore table
background: <undefined>
show the border
new color: 255, other color: 0
Font: "Times New Roman",10,0,0,0,0,0
go to room room1 with transition effect <no effect>
Key Press Event for F8 Key:
if sound sound3 is playing
stop sound sound3
else
play sound sound3; looping: false
g Knuckles12