NovemberTender
Member
GML:
if ((menuability_commited != -1) and (global.menuability == true))
switch (menuability_commited)
{
case 4:
{
instance_create_layer(oPlayer.x, oPlayer.y, "Held_Tools",oFireorb);
break;
}
case 3:
{
show_debug_message("Ooga booga"); break;
}
case 0:
{
global.menuability = false; break;
}
}
but it still loops.
but when i remove the break; it still loops. im not surw what im doing wrong here.
i draw the menu like this normally:
step event:
GML:
if (keyboard_check_pressed(ord("O")) and (global.menuability == false))
{
global.menuability = true;
}
else
{
if (keyboard_check_pressed(ord("O")) and (global.menuability == true))
{
global.menuability = false;
}
}
draw gui event:
GML:
if (global.menuability == true)
{
draw_sprite_ext(sBookMenu51,0,menu_x,menu_y,0.5,0.5,0,c_white,1)
but the issue here also is that, when i use the botton that activates case 0: it makes global.menuability false; permanently, unlike when i use keyboard_check_pressed when it only does it once.
I've tried googling several issues around this, and scratched my head around this for a couple of days.