Or if the changing room fade is too fast, you can use FadeOut() (Look in manual, as fadeout has a parameter) in the credits room, then change to starting room, then FadeIn() (again, look in manual due to parameters).
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player.IsInventoryFull = false;
if (player.IsInventoryFull == true)
{
//do stuff...
}
bool IsInventoryFull(Character*);
Quote from: Gilbet V7000a on Tue 25/05/2010 09:21:53
I meant their Y coordinates
//Code is in on_key_press
if (keycode == eKeyT)
{
if (cIndicator.Loop == 3) //indicator is green
{
FadeCharacterOut_NoBlock(player, 100, -2); //Fading things non-blocking module related
Wait(80);
if (player.Loop == 0)
{
player.Loop = 3;
}
else if (player.Loop == 3)
{
player.Loop = 0;
}
if ((player.y >= cOrange.y) && (player.y < cOrange.y + 30)) //This always runs
{
player.x = cBlue.x;
player.y = cBlue.y+1;
}
else if ((player.y >= cBlue.y) && (player.y < cBlue.y + 30)) //This never runs
{
player.x = cOrange.x;
player.y = cOrange.y+1;
}
FadeCharacterIn_NoBlock(player, 0, -2);
Wait(40);
}
}
cIndicator.x = System.ScreenWidth - (System.ScreenWidth - 20);
cIndicator.y = 50;
Quote from: Ryan Timothy on Fri 30/04/2010 20:57:06
There's a bad error report when you miss the double equals sign with Random, like so:Code: ags if (Random(3)=1) { }
It results in the error message:Quoteexpected semicolon after ')'
int ran1 = Random(3);
if (ran1 == 1)
{
}
Quote from: Khris on Tue 30/03/2010 08:29:14
Never as in never, or never as in doesn't when I want it to?
while(GetViewportX() < 641)
{
SetViewport(GetViewportX()+10, GetViewportY());
Wait(1); //To update the game
}
function btnBag_OnClick(GUIControl *control, MouseButton button)
{
if (gInventbag.Visible) {
if (IsTimerExpired(1) == 1) {
gInventbag.Visible = false;
}
else {
return;
}
}
else {
SetTimer(1, 30);
gInventbag.Visible = true;
aSOUND3.Play();
}
}
if (mouse.IsButtonDown(eMouseLeft)) {
int mouse_view = 5;
mouse.ChangeModeView(mouse.Mode, mouse_view);
}
else mouse.ChangeModeView(mouse.Mode, -1);
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