Gordon,

So what I do is:

In the Stack script I put:

global gUserpoints

on openStack
  put 0 into gUserpoints
end openStack

Then on the top of every Card script:

global gUserpoints

And if it is a point awarding card:

global gUserpoints
add 10 to gUserpoints

And if its a point awarding button

on mouseDown
add 10 to gUserpoints
end mouseDown

Then I have a field at the bottom of the screen where the score adds up, so I set the contents of that field to gUserpoints? Would you know how to do this? Also in the last example, how could I make it work only ONE time, so that the user won't click on it again and get 20,30,40 pts....and so on.

Thanks

Graeme


From: Gordon Tillman <[EMAIL PROTECTED]>
Reply-To: How to use Revolution <[email protected]>
To: How to use Revolution <[email protected]>
Subject: Re: Simple Myst-Like Application
Date: Wed, 23 Aug 2006 22:06:28 -0500

Howdy Graeme,

On Aug 23, 2006, at 21:34, Graeme Harlick wrote:

How and where would I put the code so that the points don't get lost going from screen to screen, and also what code would I use to set variables so that users can explore freely and find hidden areas non-sequentially?


No worries! One way would be to declare a global variable at the top of each card's script that needs to access your points. By convention, you would name the variable starting with a letter "g" (for global). For example:

At the top of  your stack script:

global gUserPoints

Then in your on preOpenStack handler or on openStack handler:

put 0 into gUserPoints

If you store the values away somewhere when they exit and come back into the game, you can set a different value into your variable:

put pointsSoFar into gUserPoints

Then, at the top of each of your card scripts that need to access this variable again use:

global gUserPoints

So the user now does something on this card to earn 10 additional  points:

add 10 to gUserPoints

You get the point....

--gordy
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