I have been working on creating a simple ball catch type of game. Mostly I have been able to figure out what I need to do, but I am having trouble with one part. (I have read through all the FAQs and watched many tutorials and still need this help if possible)
I have a santa sled that goes back and forth at the top of the screen. I am looking to have presents "fall" off of it at random times. (The presents need to fall from the sled, not random points in the sky)
also, I am looking to make it so more than one present can be on the screen at one time.
Something like:
Every 1000 milliseconds SantaSprite "drops" PresentSprite
I have tried several clock events but cannot make it happen. Any assistance would be great. Thank you
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It would really help if you provided a screenshot of your relevant blocks, so we can see what you are trying to do, and where the problem may be.
The Grinch at the top flies back and forth. With the blocks I have, I can have him drop 1 present. But what I am looking for is:
He can drop multiple presents at random places from his flight path
You will need to keep two lists of sprites for your falling presents:
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All_Presents and Falling_Presents.
AT game initialize time, set Falling_Presents to create_empty_list, and
Reserve_Presents to a make_list of the component blocks for all of your sprites,
however many you pulled into the Designer.
Loop thru Reserve_Presents to set them all invisible and inactive.
In your game timer, if Santa is flying and dispensing, check if the
Reserve_Presents list is empty or not.
If empty, do nothing, else take the sprite at slot 1 of Reserve_Presents
and add it to the Falling_Presents list, then set its X and Y to Santa's location,
set it visible and active, and give it a speed and heading to make it start falling down.
Create a ground-level sprite to catch the falling presents, under the player sprite.
When the ground-level sprite gets a hit with OTHER, find the index of OTHER in the Falling_Presents list
so you can remove it and add it back on to Reserve_Presents , then set it invisible , inactive.
When the player sprite gets a hit with OTHER, find the index of OTHER in the Falling_Presents list
so you can remove it and add it back on to Reserve_Presents , then set it invisible , inactive.
Also add 1 to your caught present counter.
I must not be understanding something because I cannot see how the tables work to call the present. I downloaded an app called Cone Crasher because that uses the same table set-up that you are discussing and it still makes no sense to me.
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Any chance you could help explain it to me? I don't mean for you to do the work...I am here to learn to do it myself...but I am just not understanding this.
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