woods
Member
so i have an issue with loosing too many lives when my player gets shot down
on the third hit from an enemy i have my player shot down
in player create i have hits = 3
and each hit from an enemy adds some effect.. things like bullet holes on the side for the first hit, a wind spiral that follows the player on the second hit, and smoke following player and forced landing on the third...
obj_player step event dealing with damage on third hit
animation end event of obj_player_hit
the issue i am having is the player looses all of the _1ups and goes to game end on the first crash.
here is the full player take damage script if that helps...
edit:
i fixed the issue with using image_index in the splat step event instead of the animation end..
tho for some reason using image 10 doesnt work... i hoockyfied it into working with 8th image instead.. no idea why.. maybe it takes time to complete teh code and image overruns or something.. regardless the situation is basically resolved. ;o)
step event of obj_player_hit
on the third hit from an enemy i have my player shot down
in player create i have hits = 3
and each hit from an enemy adds some effect.. things like bullet holes on the side for the first hit, a wind spiral that follows the player on the second hit, and smoke following player and forced landing on the third...
obj_player step event dealing with damage on third hit
Code:
if place_meeting(x,y+32,obj_ground)
{
crashing = true;
instance_create(obj_player.x,obj_player.y,obj_player_hit);
speed = 0;
}
}
Code:
/// move player to start
with obj_player
{
x = 160;
y = 624;
hits = 0;
_1ups -= 1;
crashing = false;
speed = 8;
direction = 0;
gravity = 0.05;
}
the issue i am having is the player looses all of the _1ups and goes to game end on the first crash.
here is the full player take damage script if that helps...
Code:
/// take damage
if place_meeting(x,y,obj_bullet_enemy)
{
hits ++;
with other
{
instance_destroy(obj_bullet_enemy);
}
}
// if shot 1st time change sprite to player_shot
if hits = 1
{
sprite_index = spr_player_shot;
}
// if shot 2nd time add obj_spiral
if hits = 2
{
if !instance_exists(obj_spiral)
{
instance_create(x,y,obj_spiral);
}
}
// if shot 3rd time reset player
if hits = 3
{
if !instance_exists(obj_smoke)
{
instance_create(x,y,obj_smoke);
}
instance_destroy(obj_spiral);
direction = 340;
image_angle = 340;
speed = 2;
if place_meeting(x,y+32,obj_ground)
{
crashing = true;
instance_create(obj_player.x,obj_player.y,obj_player_hit);
speed = 0;
}
}
if hits >= 3
{
hits = 3;
}
edit:
i fixed the issue with using image_index in the splat step event instead of the animation end..
tho for some reason using image 10 doesnt work... i hoockyfied it into working with 8th image instead.. no idea why.. maybe it takes time to complete teh code and image overruns or something.. regardless the situation is basically resolved. ;o)
step event of obj_player_hit
Code:
/// move player to start
if image_index >= 8
{
instance_destroy();
with obj_player
{
hits = 0;
spr_index = spr_player;
direction = 0;
image_angle = 0;
speed = 6;
gravity = 0.05;
x = 160;
y = 624;
crashing = false;
_1ups -= 1;
}
}
Last edited: