GMS 2 Double List not correctly storing information

S

Sardec Xavier

Guest
I am trying to save controls and call them back when the game is loaded from an ini file. the controls are set and stored inside the second array correctly, but when accessing them later on, the second array was not set correctly and is just still 0. for instance at global.controlList[0, 5] at the start is set to a number (the index of the button the game uses) however, later on when accessing the same point it returns 0. I cannot figure out why
Code:
///Set up the game
randomize(); // Give me true random
//Set up main menu control for later calls
global.primary_control = 0;
//Set up player controls lists
var buttonTotal = 12;
global.controlList = array_create(4)
global.controlList[0] = array_create(buttonTotal);
global.controlList[1] = array_create(buttonTotal);
global.controlList[2] = array_create(buttonTotal);
global.controlList[3] = array_create(buttonTotal);
controlNames = script_execute( scr_control_names, buttonTotal );
//Check for a load file for previously saved controls
ini_open("control.sav");
//For every player...
for ( var controlId = 0; controlId < 4; controlId++ )
{
   var _controlList = global.controlList[controlId];
   //Go through every button
   for( var loc = 0; loc < buttonTotal; loc++ )
   {
       // Read in the right controls from the button ID off the save file, if they don't exist, it will give the value of the buttone from a default conrol scheme
       var buttonId = controlNames[loc];
       var readButton = ini_read_real( "Player: " + string(controlId), buttonId, scr_default_controls( loc ) )
       show_debug_message( buttonId + ": " + string(readButton) );
       _controlList[loc] = readButton;
       ini_write_real( "Player:" + string(controlId), buttonId, readButton );
   }
}
//Glose the save file that is open
ini_close();
//Goto the main menu room
room_goto( rm_title_screen );
scr_control_names
Code:
// Define the keys inside the Ini file

var arr = array_create( argument0 );

arr[0] = "Shoot";        // Shoot = RT
arr[1] = "Ledge";        // LedgeHang = RB 
arr[2] = "Toggle";        // Toggle = Y
arr[3] = "Interact";    // Interact = X
arr[4] = "Jump";        // Jump = A
arr[5] = "Move_Left";    // Move Left = LS
arr[6] = "Move_Right";    // Move Right = LS
arr[7] = "Aim_U";        // Aim Up = LS
arr[8] = "Aim_D";        // Aim Down = LS
arr[9] = "Sprint";        // Sprint = LSB
arr[10] = "Aim_DU";        // Aim Diup = LT
arr[11] = "Aim_DD";        // Aim Didown = LB

return arr;
scr_default_controls
Code:
///Default control scheme for the game
var defaultList = array_create(12);

defaultList[0] = gp_shoulderrb;        // Shoot = RT
defaultList[1] = gp_shoulderr;        // LedgeHang = RB 
defaultList[2] = gp_face4;            // Toggle = Y
defaultList[3] = gp_face3;            // Interact = X
defaultList[4] = gp_face1;            // Jump = A
defaultList[5] = gp_axislh;            // Move Left = LS
defaultList[6] = gp_axislh;            // Move Right = LS
defaultList[7] = gp_axislv;            // Aim Up = LS
defaultList[8] = gp_axislv;            // Aim Down = LS
defaultList[9] = gp_stickl;            // Sprint = LSB
defaultList[10] = gp_shoulderl;        // Aim Diup = LT
defaultList[11] = gp_shoulderlb;    // Aim Didown = LB

//Set Controls
return defaultList[ argument0 ];
 
scr_default_controls
Code:
///Default control scheme for the game
var defaultList = array_create(12);

defaultList[0] = gp_shoulderrb;        // Shoot = RT
defaultList[1] = gp_shoulderr;        // LedgeHang = RB
defaultList[2] = gp_face4;            // Toggle = Y
defaultList[3] = gp_face3;            // Interact = X
defaultList[4] = gp_face1;            // Jump = A
defaultList[5] = gp_axislh;            // Move Left = LS
defaultList[6] = gp_axislh;            // Move Right = LS
defaultList[7] = gp_axislv;            // Aim Up = LS
defaultList[8] = gp_axislv;            // Aim Down = LS
defaultList[9] = gp_stickl;            // Sprint = LSB
defaultList[10] = gp_shoulderl;        // Aim Diup = LT
defaultList[11] = gp_shoulderlb;    // Aim Didown = LB

//Set Controls
return defaultList[ argument0 ];
This scripts returns just one value, don't you want to return the entire array?
 
S

Sardec Xavier

Guest
No, because when you are looping through, you are assigning each index in the double array (saved controls) to be only one of the default buttons. Therefore, you only want to return the correct button index.
 
Last edited by a moderator:

samspade

Member
No, because when you are looping through, you are assigning each index in the double array (saved controls) to be only one of the default buttons.
Couple questions:
  • Have you walked through the first block of code (which would include the two scripts) in the debugger and checked each value at each point to make sure it is working as expected?
  • Have you looked at the ini directly - to see what is being saved and loaded?
  • You say: global.controlList[0, 5] but your global.controlList is a 1d array not a 2d. What does this mean?
  • You say: later on when accessing the same point it returns 0. What does that code look like?
I did look through the code and it mostly seemed good. Although I might have missed something (and with saving you've added an extra layer of hidden information) but the rest or your description makes it seems like the code you posted isn't the problem. That the problem occurs somewhere else.
 
S

Sardec Xavier

Guest
So sam a few things:
1) global.controlList is a 1d array or 1d arrays, it is another way of creating a 2d array
2) I am not really good at going back through the debugger / how to use it.
3) Later on, the way it accessed is the same way I used to define it. Such as:
Code:
_controlList = global.controlList[ player ];
show_debug_message( string(_controlList[5] );
this occurs when the user is attempting to control the player, and I use the _controlList[ index ];
to get a button that I can use as an input for the player. this code should return a number that relates to Left stick on a controller. However, it does not and returns a 0;
Code:
key_fire = gamepad_button_check_pressed(player,_controlList[0]);  // Shoot = RT
That should set the RT from the control list to the button input used in the rest of the code
 

TsukaYuriko

🌠
Forum Staff
Moderator
Use the debugger to step through your code and verify that all variables have the value you expect them to have backwards. If _controlList[5] doesn't contain the value you expect, go up one step in the ladder and check _controlList, player and global.controlList.

Also, I'd highly advise against naming a variable list when it holds an array. Those terms are not usable interchangeably as lists are an entirely separate data structure, so it may be confusing to yourself or other developers.
 

samspade

Member
So sam a few things:
1) global.controlList is a 1d array or 1d arrays, it is another way of creating a 2d array
2) I am not really good at going back through the debugger / how to use it.
3) Later on, the way it accessed is the same way I used to define it. Such as:
Code:
_controlList = global.controlList[ player ];
show_debug_message( string(_controlList[5] );
this occurs when the user is attempting to control the player, and I use the _controlList[ index ];
to get a button that I can use as an input for the player. this code should return a number that relates to Left stick on a controller. However, it does not and returns a 0;
Code:
key_fire = gamepad_button_check_pressed(player,_controlList[0]);  // Shoot = RT
That should set the RT from the control list to the button input used in the rest of the code
Since the error occurs later on, have you verified that there is anything wrong with the code you posted?
What does the ini file save and load at this point?

Overall, I think this would be a good time to learn to use the debugger.
 
S

Sardec Xavier

Guest
The values are defined correctly and moved into controlList correctly. However, when accessed later they are not able to find anything inside the values. Is it possible because _controlList[0] is defined as a local variable, that it is not able to store values into it. Is it not like a pointer in C++?
 
S

Sardec Xavier

Guest
So in the beginning, yes the values are retrieved correctly, but they are not set in the array of global.controlList[0] at all. So they are retrieved but not stored in _controlList[loc].
 
S

Sardec Xavier

Guest
I got it, just had to use a different method of accessing differently
 

GMWolf

aka fel666
1) global.controlList is a 1d array or 1d arrays, it is another way of creating a 2d array
Hmm I don't expect this would work.
I think they did make changes to how 2D arrays work recently, but historically, they where just a 1D array, with special indexing.

I would recommend you get you variables out in two steps. First get the array in the array, then the value I'm that array.
 
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