I'm making a simple concept game, in which I've made buttons which are targets, when the user clicks said targets, it executes this code:
on (release){
_global.targetCount++;
Target1._visible=false;
if(_global.targetCount==3){
gotoAndStop(4);
}
}
the global variable was declared on the frame like this:
_global.targetCount = 0;
and the buttons do disappear when I click on them like they should, but as soon as I click the final 3rd one and it disappears, it doesn't successfully check that the if(_global.targetCount==3) and proceed to the 4th frame.
I've tried declaring the variable differently like so:
var targetCount:Number = 0;
also tried doing it like this but on using the check code button it said my syntax was wrong:
var _global.targetCount:Number = 0;
and calling every instance as just targetCount, but that didn't fix it either,
I've searched and tinkered with the code, but I can't find clear examples on global variables, the little I've used here I found by reading this:
https://www.kirupa.com/developer/actionscript/tricks/global.htm
So I was wondering if anyone here could help me by letting me know the many mistakes I've done, and how to improve them.
All help is gladly appreciated!
Every keyframe on stage is new closure. If you have variable on frame 2 and you want change/set or read value of this variable on frame 3, that variable does not exist and it is undefined. If you will try increment that undefined value you get NaN and gotoAndStop(NaN) doing nothing.
Insert trace(_global.targetCount); between _global.targetCount++; and Target1._visible=false; for debug.
Related
Very new to python - just started actually using it yesterday. I'm running a for loop that scans a text file and copies specific parts of it into variables that will then be put into a class "post". I want to create a new post at the bottom of the loop, named "post0", "post1", and so on, corresponding with the number of times the for loop has been run. This is what I'm trying to use:
postname = globals()['post%s' % s]
And I currently am trying to have it print the name of the post every time it creates one with a simple print(postname). 's' is the variable the for loop runs off of, if that makes sense. It starts at 0 and runs up to the number of lines in the text file, currently 424.
When I run the code, it returns "KeyError: post0". What am I doing wrong?
Also, reading around here it seems that creating variables this way is bad practice. If there is a more efficient way to do it I'd be happy to try that instead, but I'd also like to know how to make this method work just so I understand the concept. Thanks.
Edit: Problem solved! See my answer below.
I created a list postlist = [] outside of the loop, then inside the loop I append the list with a "post_" where "_" is the 's' variable. Looks like this:
postlist.append('post%s' % s)
Python is cool!
Here's a chunk of code that WORKS when it's on the main timeline:
var DysonTarget:String = "S"+(random(40)+1);
this[DysonTarget].MyType = "Dyson Sphere";
this[DysonTarget].gotoAndStop(this[DysonTarget].MyType);
It's choosing a number between 1 and 40, adding an S before it, and going into one of forty movie clips on the main stage with instance name S1, S2. . . S40 etc. Then it will display an image in the chosen clip. But to make this truly work the way I want to, I have to put the above code inside a movie clip. So I tried this, after declaring my variable on the main stage:
_root.this[DysonTarget].MyType = "Dyson Sphere";
_root.this[DysonTarget].gotoAndStop(this[DysonTarget].MyType);
It didn't compile, the error message said "Expected a field name after the '.' operator. Trying it with _parent returned the same message. With _level0 didn't work at all, and placing the _root and _parent inside the bracket didn't work either. I haven't been able to find any answer online because trying to type "this" into a search is too vague to return an answer about the actual command.
. . .help me :(
A friend of mine who is a software developer helped me on this one. Here's what we figured out:
First you declare variable DysonTarget on the main timeline:
var DysonTarget:String = "S" + (random(40)+1);
Then inside the movie clip, use this:
_level0[DysonTarget].MyType = "Dyson Sphere';
_level0[_level0.DysonTarget].gotoAndStop(_level0[_level0.DysonTarget].MyType);
I've tried this a few other ways, and the above method is the only one that works the way it's supposed to. But it works! My impression is the brackets tell it to look for an object named what the variable is set to, rather than an object with the same name as the variable.
I´m losing my mind here, I've tried every example I've found online and still can't get it to work, this is the way im creating the variable on the code that generates the report, I'm working on a .NET application:
report.Dictionary.Variables.Add(New Stimulsoft.Report.Dictionary.StiVariable("test",""))
report("test") = "ANYTHING"
While it does show me the created variables on the Stimuloft gui, it contains absolutely nothing, any ideas on what I'm doing wrong? Thanks!
You should use next code to set value of variable:
report.Dictionary.Variables("test").Value = "ANYTHING"
The code that you use will work after calling report.Compile() method only.
I'm currently working on converting a VBA AutoCAD-application over to VB.NET, and the current command I'm working on is creating a simple leader with code like this:
Set leaderObj = ThisDrawing.ModelSpace.AddLeader(points, blockRefObj, leaderType)
leaderObj.ArrowheadType = acArrowDotSmall
leaderObj.ArrowheadSize = 2.5 * varDimscale
leaderObj.DimensionLineColor = acWhite
I've been able to create the Leader-line in .NET using
Dim l = New Leader()
For Each point In jig.LeaderPoints
l.AppendVertex(point)
Next
l.Dimldrblk = arrId
The arrId I got from using the function found here, but I've been unable to figure out how to set the color of the leader to white (it shows up as red by default), and also how to set the size of the arrowhead. If anyone could help me out with this I would be most grateful.
Ok, after a lot of trial and error, I figured out that the solution was rather simple. I didn't have to override any dimension styles (which I honestly don't even know what is, I had a short beginners course in AutoCAD before getting handed this project), I simply had to set an obscure property on the Leader-object. For future references, and for anyone else trying to do the same, here's the properties I ended up using:
leader.Dimclrd
The color of the leader-line. Stands for something like "dimension line color".
leader.Dimasz
The scale of the leader-head.
As type BlockReference, it should have a color property and the property should be an Autodesk.Autocad.Colors.Color or an Integer. Also the reason you are getting the object for read is, in your transaction you are opening the database with
OpenMode.ForRead
And that is correct. But to edit the object in the database, you must retrieve the object like below
var obj = Thetransaction.GetObject(theobjectid,OpenMode.ForWrite) as BlockReferance;
This is done inside of the
using(var trans = TransactionManager.StartTransaction()){}
I'm doing this on a cell, so check the camel case and syntax because I write in c#, but it should be pretty close.
You may want to see if there is a scale property, as to change the size.
Hopefully this will move you in the right direction.
Let me know if you have any problems. :)
I'm using GameMaker:Studio Pro and trying to execute a script stored in a variable as below:
script = close_dialog;
script_execute(script);
It doesn't work. It's obviously looking for a script named "script". Anyone know how I can accomplish this?
This question's quite old now, but in case anyone else ends up here via google (as I did), here's something I found that worked quite well and avoids the need for any extra data structures as reference:
scriptToCall = asset_get_index(scr_scriptName);
script_execute(scriptToCall);
The first line here creates the variable scriptToCall and then assigns to it Game Maker's internal ID number for the script you want to call. This allows script_execute to correctly find the script from the ID, which doesn't work if you try to pass it a string containing the script name.
I'm using this to define which scripts should be called in a particular situation from an included txt file, hence the need to convert a string into an addressable script ID!
You seem to have some confusion over how Game Maker works, so I will try to address this before I get around to the actual question.
GML is a rather simple-minded beast, it only knows two data types: strings and numbers. Everything else (objects, sprites, scripts, data structures, instances and so on) is represented with a number in your GML code.
For example, you might have an object called "Player" which has all kinds of fancy events, but to the code Player is just a constant number which you can (e.g.) print out with show_message(string(Player));
Now, the function script_execute(script) takes as argument the ID of the script that should be executed. That ID is just a normal number. script_execute will find the script with that ID in some internal table and then run the script.
In other words, instead of calling script_execute(close_dialog) you could just as well call script_execute(14) if you happened to know that the ID of close_dialog is 14 (although that is bad practice, since it make the code difficult to understand and brittle against ID changes).
Now it should be obvious that assigning the numeric value of close_dialog to a variable first and then calling script_execute on that variable is perfectly OK. In the end, script_execute only cares about the number that is passed, not about the name of the variable that this number comes from.
If you are thinking ahead a bit, you might wonder whether you need script_execute at all then, or if you could instead just do this:
script = close_dialog;
script();
In my opinion, it would be perfectly fine to allow this in the language, but it does not work - the function call operator actually does care about the name of the thing you try to call.
Now with that background out of the way, on to your actual question. If close_dialog is actually a script, your suggested code will work fine. If it is an extension function (or a built-in function -- I don't own Studio so what do I know) then it does not actually have an ID, and you can't call it with script_execute. In fact, you can't even assign close_dialog to a variable then because it does not have any value in GML -- all you can do with it then is call it. To work around this though, you could create a script (say, close_dialog_script which only calls close_dialog, which you can then use just as above.
Edit: Since it does not seem to work anyway, check whether you have a different resource by the name of close_dialog (perhaps a button sprite). This kind of conflict could mean that close_dialog gives you the ID of the sprite, not of the script, while calling the script directly would still work.
After much discussion on the forums, I ended up going with this method.
I wrote a script called script_id()
var sid;
sid = 6; //6 = scriptnotfound script :)
switch (argument0) {
case "load_room":
sid = 0;
break;
case "show_dialog":
sid = 1;
break;
case "close_dialog":
sid = 3;
break;
case "scrExample":
sid = 4;
break;
}
return sid;
So now I can call script_execute(script_id("close_dialog"));
I hate it, but it's better than keeping a spreadsheet... in my opinion.
There's also another way, with execute_string();
Should look like this:
execute_string(string(scriptName) + "();");