L
LiorLiorLior
Guest
I wore a code in which every item in the inventory makes Item_add = 1, the inventory creates it inside, then polls the list. The problem is that all things are created in the first cage of the inventory, I don’t know how to make each new thing coexist with the next cage.
CREATE:
Item_add=0
global.inv = ds_list_create()
global.LANGUAGE = "eng"
enum item
{
armor_1,
armor_2,
sword_red
}
itemSprite[item.sword_red] = object_sword_red //sprite4
itemSprite[item.armor_1] = object_armor_1 //sprite5
itemSprite[item.armor_2] = object_armor_2 //
STEP:
if (Item_add = 1)
{
for(var i=0; i<ds_list_size(global.inv); i ++)
{
var arr = global.inv[| i];
var item = arr[0]
instance_create_layer(470+ 32*i, 660, "HUD_o", itemSprite[item] )
//draw_sprite(itemSprite[item], 0, 616, 864 + 50*i)
Item_add-=1
ds_list_clear(global.inv)
}}
CREATE:
Item_add=0
global.inv = ds_list_create()
global.LANGUAGE = "eng"
enum item
{
armor_1,
armor_2,
sword_red
}
itemSprite[item.sword_red] = object_sword_red //sprite4
itemSprite[item.armor_1] = object_armor_1 //sprite5
itemSprite[item.armor_2] = object_armor_2 //
STEP:
if (Item_add = 1)
{
for(var i=0; i<ds_list_size(global.inv); i ++)
{
var arr = global.inv[| i];
var item = arr[0]
instance_create_layer(470+ 32*i, 660, "HUD_o", itemSprite[item] )
//draw_sprite(itemSprite[item], 0, 616, 864 + 50*i)
Item_add-=1
ds_list_clear(global.inv)
}}