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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