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我有一家商店,我试图通过调试器内部的所有帐户来设置它,但它完全没有做任何事情。

这是我的设置:

o_Shop- 玩家互动以在 room0 内创建一个图层

o_Shop_setup- 创建数组,创建事件:

global.inventory[1, 1] = "Mines";               //Item Name
global.inventory[1, 2] = sp_Blue_mine_UI;       //Item Sprite
global.inventory[1, 3] = 50;                    //Cost
global.inventory[1, 4] = MINE_NUMBER;           //Current Inventory
global.inventory[1, 5] = MINE_NUMBER_MAXIMUM;   //Maximum amount

//HE Ammo
global.inventory[2, 1] = "HE Ammo";             //Item Name
global.inventory[2, 2] = sp_ammoHE;             //Item Sprite
global.inventory[2, 3] = 5;                     //Cost
global.inventory[2, 4] = AMMO_AMOUNT;           //Current Inventory
global.inventory[2, 5] = AMMO_AMOUNT_MAXIMUM;   //Maximum amount

然后,我使用以下访问该数组的对象:

o_item_parent - o_shop_Mines/o_shop_AmmoHE 的父级 - o_item_parent 抽奖事件的内部:

draw_set_font(fnt_small);
draw_set_halign(fa_center);
draw_set_valign(fa_middle);
draw_set_color(c_white);
draw_text(x, y - 100, global.inventory[myid, 1]);
draw_sprite(global.inventory[myid, 2], 0, x, y - 30);
draw_set_color(c_yellow);
draw_text(x, y + 32, string(global.inventory[myid, 3]) + " Coins");
draw_set_color(c_white);
draw_text(x, y + 64, string(global.inventory[myid, 4]) + " / " + string(global.inventory[myid, 5]));

o_shop_Mines - 继承抽奖事件,不做任何更改。

o_shop_Mines 创建事件:

myid = 1;

o_shop_AmmoHE - 继承平局事件而不做任何更改。o_shop_AmmoHe 创建事件:

 myid = 2;

o_buy_parent - o_buy_Mines/o_buy_ammoHE 的父级 o_buy_parent - 创建事件:

image_speed = 0;
image_index = 0;

o_buy_parent步骤事件:

if (COINS >= global.inventory[myid, 3])
{
    image_index = 0;    
}
else
{
    image_index = 1;    
}

if (global.inventory[myid, 4] == global.inventory[myid, 5])
{
    image_index = 1;    
}

o_buy_parent左按事件:

if (global.inventory[myid, 4] == global.inventory[myid, 5])
{
    audio_play_sound(snd_gunReload, 1, false);
}
else if (COINS < global.inventory[myid, 3])
{
    audio_play_sound(snd_game_over, 1, false);  
}
else
{
    //audio play sound snd_purchase_complete
    COINS -= global.inventory[myid, 3];
    global.inventory[myid,4]++;
}

o_buy_Mines- 从 o_buy_parent 继承 Step Event/Left Pressed Event

o_buy_Mines创建事件内部:

myid = 1;
event_inherited();

o_buy_ammoHE- 从 o_buy_parent 继承 Step Event/Left Pressed Event

o_buy_ammoHE创建事件内部:

myid = 2;
event_inherited();

o_buy_ammoHE创建事件内部:

myid = 2;
event_inherited();

o_buy_ammoHE左按下事件内部:

if (global.inventory[myid, 4] == global.inventory[myid, 5])
{
    audio_play_sound(snd_gunReload, 1, false);
}
else if (COINS < global.inventory[myid, 3])
{
    audio_play_sound(snd_game_over, 1, false);  
}
else
{
    //audio play sound snd_purchase_complete
    COINS -= global.inventory[myid, 3];
    global.inventory[myid,4]++; //breakpoint triggers fine, does nothing.
    //Have also tried the below line, doesn't work, but commented out    currently:
    //AMMO_AMOUNT += 5;
}

ALL CAPS 中的所有变量都是使用 o_init rm_LoadingScreen 内部的 globalvar 方法创建的全局o_init 变量is inside of room ->

rm_LoadingScreen除了持有这个不是持久的对象之外什么都不做,这个对象包含一个可以改变的switch语句STATE = GameState(枚举)

`STATE = GameState.menu` is called by default which calls
scr_menuLoader();
break;

除商店外,一切正常。它昨天确实有效,但我无法追踪我打破了什么。目前,代码正在增加一个在屏幕上绘制的数字

draw_text(x, y + 64, string(global.inventory[myid, 4]) + " / " + string    (global.inventory[myid, 5]));

但 globalvar AMMO_AMOUNT 没有改变。调试器显示它永远不会改变。

谁能提供一些反馈或第二双眼睛?我已经盯着这个看了好几个小时了,我只是看不出有什么问题。

4

1 回答 1

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您对 AMMO_AMOUNT 和其他带有大写字母的名称的使用相当于常量,用作初始值。无论如何,似乎 global.inventory[myid,4] 中的价值已经增加。因此,如果您想更改 AMMO_AMOUNT 的值,您应该明确地进行,就像您在注释行中所做的那样: //AMMO_AMOUNT += 5; 我希望你没有错误地评论它XD

最后,您的代码应如下所示: 在o_buy_ammoHE Left Pressed Event 中,最后一个else块:

else
{
    //audio play sound snd_purchase_complete
    COINS -= global.inventory[myid, 3];
    global.inventory[myid,4]++; 
    AMMO_AMOUNT = global.inventory[myid,4];
}

如果它没有帮助,我会认为一切都按预期工作,你只需要在需要的地方使用 global.inventory[myid, 4]) 。

于 2019-04-12T21:13:41.340 回答