Ah, of course! Thank you again, it works now. I guess I need to pay more attention to placement when I come across a problem.
I'm learning a lot as I go along
I'm learning a lot as I go along

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Show posts Menu// STARTUP GUI - Erase File (Erase Button)
function btnEraseSave_OnClick(GUIControl *control, MouseButton button)
{
btnSaveSlot1.Visible = false;
btnSaveSlot2.Visible = false;
btnSaveSlot3.Visible = false;
btnEraseSave.Visible = false;
btnCancelSave.Visible = false;
btnChooseFile.NormalGraphic = 81;
btnChooseFile.SetPosition(50, 0);
}
bool File1Animating;
bool File2Animating;
bool File3Animating;
// Show FILE selection if ERASE is clicked on
if (btnChooseFile.NormalGraphic == 81) {
btnFile1.Visible = true;
btnFile2.Visible = true;
btnFile3.Visible = true;
}
else {
btnFile1.Visible = false;
btnFile2.Visible = false;
btnFile3.Visible = false;
}
// File 1 ANIMATION
if (GUIControl.GetAtScreenXY(mouse.x, mouse.y) == btnFile1) {
if(File1Animating == false) {
btnFile1.Animate(8, 0, 5, eRepeat);
File1Animating = true;
}
else {
btnFile1.NormalGraphic = 85;
File1Animating = false;
}
}
// File 2 ANIMATION
if (GUIControl.GetAtScreenXY(mouse.x, mouse.y) == btnFile2) {
if(File2Animating == false) {
btnFile2.Animate(12, 0, 5, eRepeat);
File2Animating = true;
}
else {
btnFile2.NormalGraphic = 130;
File2Animating = false;
}
}
// File 3 ANIMATION
if (GUIControl.GetAtScreenXY(mouse.x, mouse.y) == btnFile3) {
if(File3Animating == false) {
btnFile3.Animate(13, 0, 5, eRepeat);
File3Animating = true;
}
else {
btnFile3.NormalGraphic = 141;
File3Animating = false;
}
}
// room script file
function room_AfterFadeIn() {
oNewLoadBG.Visible = true;
oNewLoadBG.SetView(5, 0, 0);
oNewLoadBG.Animate(0, 5, eRepeat, eNoBlock);
gStartUp.Visible = true;
gStartUp.BackgroundGraphic = 0;
}
Quote from: Trent RI'm thinking that your Wait(4) for 120 loops may be blocking the keypresses. Try adding this to your room:Code: ags function repeatedly_execute_always() { //the always means that this runs even during blocking events if (IsKeyPressed(eKeyReturn)) { player.ChangeRoom (2, 130, 120); } }
Not sure, but try it.
Quote from: GuyAwesomeVera:
OK, I think I see now. If the pan is allowed to play out normally the player has to press Enter to continue, but if they skip it you also want to skip that extra step...
Quote from: GuyAwesomeHow aboutCode: ags function room_AfterFadeIn() { StartCutscene(eSkipESCOnly); ypos = 0; while (ypos < 120) { SetViewport(0, ypos); Wait(4); ypos = ypos +1; } if (Game.SkippingCutscene) player.ChangeRoom (2, 130, 120); EndCutscene(); oTitle.Visible = true; oPressEnter.Visible = true; object[1].SetView(3); object[1].Animate(0, 3, eRepeat); }
// room script file
function room_AfterFadeIn() {
int ypos = 0;
}
function on_key_press(eKeyCode keycode) {
if (keycode == eKeyReturn) {
player.ChangeRoom (2, 130, 120);
ClaimEvent();
}
}
// room script file
function room_AfterFadeIn() {
int ypos = 0;
while (ypos < 120) {
SetViewport(0, ypos);
Wait(4);
ypos = ypos +1;
}
oTitle.Visible = true;
oPressEnter.Visible = true;
object[1].SetView(3);
object[1].Animate(0, 3, eRepeat);
}
function on_key_press(eKeyCode keycode) {
if (keycode == eKeyReturn) {
player.ChangeRoom (2, 130, 120);
ClaimEvent();
}
}
// room script file
function room_AfterFadeIn()
{
StartCutscene(eSkipESCOnly);
int ypos = 0;
while (ypos < 120) {
SetViewport(0, ypos);
Wait(4);
ypos = ypos +1;
}
{
EndCutscene();
oTitle.Visible = true;
oPressEnter.Visible = true;
object[1].SetView(3);
object[1].Animate(0, 3, eRepeat);
}
function on_key_press(eKeyCode keycode)
{
if (keycode == eKeyReturn)
{
player.ChangeRoom (2, 130, 120);
ClaimEvent();
}
}
}
// room script file
function room_AfterFadeIn()
{
StartCutscene(eSkipESCOnly);
int ypos = 0;
while (ypos < 120) {
SetViewport(0, ypos);
Wait(4);
ypos = ypos +1;
}
{
EndCutscene();
oTitle.Visible = true;
}
}
int ypos = 0;
int ypos = 40;
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