Captain Spazer Posted April 21, 2020 Share Posted April 21, 2020 I seem to be over my head with this one, I'm doing a platformer experiment, the engine works perfectly, but implementing enemies seems to be problematic: Any ideas on what might be wrong with the code below? In general: There are 0-3 states of player0: 0 means no spawn, 1 means an enemy, 2 is also an enemy, 3 is gold coins for you to pickup. Picking up gold coins work, but colliding with player0 when player0 isn't gold coins does not register at all, player0 just passes through player1 without lowering pfscore1 at all. rem player picks up gold if Monster_Type > 2 && collision(player0,player1) then score = score + 100 : player0x = 255 : player0y = 255 : Monster_Type = 0 rem take damage if player0 isn't gold if Monster_Type < 3 && collision(player0,player1) then pfscore1/4 Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted April 21, 2020 Share Posted April 21, 2020 You're not using "pfscore1 = pfscore1/4". You might also want to do something like this so you're not checking for the collision twice: if !collision(player0,player1) then goto __Skip_Collision if Monster_Type > 2 then score = score + 100 : player0x = 255 : player0y = 255 : Monster_Type = 0 if Monster_Type < 3 then pfscore1 = pfscore1/4 __Skip_Collision 1 Quote Link to comment Share on other sites More sharing options...
Captain Spazer Posted April 25, 2020 Author Share Posted April 25, 2020 Thank you, my issue is that I don't read through my codes carefully enough. something I REALLY need to work on it seems. 2 Quote Link to comment Share on other sites More sharing options...
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