2D数组无法正确访问globalvar(GameMaker)

问题描述 投票:0回答:1

我有一个我试图设置的商店,调试器内的所有帐户都在触发,但绝对没有做任何事情。

这是我的设置:

o_Shop - 玩家互动以在room0内创建一个图层

o_Shop_setup - 创建数组,创建事件:

global.inventory[1, 1] = "Mines";               //Item Name
global.inventory[1, 2] = sp_Blue_mine_UI;       //Item Sprite
global.inventory[1, 3] = 50;                    //Cost
global.inventory[1, 4] = MINE_NUMBER;           //Current Inventory
global.inventory[1, 5] = MINE_NUMBER_MAXIMUM;   //Maximum amount

//HE Ammo
global.inventory[2, 1] = "HE Ammo";             //Item Name
global.inventory[2, 2] = sp_ammoHE;             //Item Sprite
global.inventory[2, 3] = 5;                     //Cost
global.inventory[2, 4] = AMMO_AMOUNT;           //Current Inventory
global.inventory[2, 5] = AMMO_AMOUNT_MAXIMUM;   //Maximum amount

然后,我使用访问该数组的follow对象:

o_item_parent - o_shop_Mines / o_shop_AmmoHE的父级 - o_item_parent Draw事件的内部:

draw_set_font(fnt_small);
draw_set_halign(fa_center);
draw_set_valign(fa_middle);
draw_set_color(c_white);
draw_text(x, y - 100, global.inventory[myid, 1]);
draw_sprite(global.inventory[myid, 2], 0, x, y - 30);
draw_set_color(c_yellow);
draw_text(x, y + 32, string(global.inventory[myid, 3]) + " Coins");
draw_set_color(c_white);
draw_text(x, y + 64, string(global.inventory[myid, 4]) + " / " + string(global.inventory[myid, 5]));

o_shop_Mines - 继承Draw事件而不进行任何更改。

o_shop_Mines创建活动:

myid = 1;

o_shop_AmmoHE - 继承Draw事件而不进行任何更改。 o_shop_AmmoHe创建活动:

 myid = 2;

o_buy_parent - o_buy_Mines / o_buy_ammoHE的父级o_buy_parent - 创建事件:

image_speed = 0;
image_index = 0;

o_buy_parent Step Event:

if (COINS >= global.inventory[myid, 3])
{
    image_index = 0;    
}
else
{
    image_index = 1;    
}

if (global.inventory[myid, 4] == global.inventory[myid, 5])
{
    image_index = 1;    
}

o_buy_parent左压事件:

if (global.inventory[myid, 4] == global.inventory[myid, 5])
{
    audio_play_sound(snd_gunReload, 1, false);
}
else if (COINS < global.inventory[myid, 3])
{
    audio_play_sound(snd_game_over, 1, false);  
}
else
{
    //audio play sound snd_purchase_complete
    COINS -= global.inventory[myid, 3];
    global.inventory[myid,4]++;
}

o_buy_Mines - 从o_buy_parent继承步骤事件/左按下事件

o_buy_Mines创建活动内:

myid = 1;
event_inherited();

o_buy_ammoHE - 从o_buy_parent继承步骤事件/左按下事件

o_buy_ammoHE创建活动内:

myid = 2;
event_inherited();

o_buy_ammoHE创建活动内:

myid = 2;
event_inherited();

o_buy_ammoHE左压下事件:

if (global.inventory[myid, 4] == global.inventory[myid, 5])
{
    audio_play_sound(snd_gunReload, 1, false);
}
else if (COINS < global.inventory[myid, 3])
{
    audio_play_sound(snd_game_over, 1, false);  
}
else
{
    //audio play sound snd_purchase_complete
    COINS -= global.inventory[myid, 3];
    global.inventory[myid,4]++; //breakpoint triggers fine, does nothing.
    //Have also tried the below line, doesn't work, but commented out    currently:
    //AMMO_AMOUNT += 5;
}

ALL CAPS中的所有变量都是使用o_init o_initis inside of room ->rm_LoadingScreen中的globalvar方法创建的全局变量。

rm_LoadingScreen什么也不做,只是持有这个不持久的对象,这个对象包含一个可以改变STATE = GameState(enum)的switch语句

`STATE = GameState.menu` is called by default which calls
scr_menuLoader();
break;

除商店外,一切正常。它昨天确实有效,但我无法追踪我的破坏情况。目前,代码正在递增绘制到屏幕的数字

draw_text(x, y + 64, string(global.inventory[myid, 4]) + " / " + string    (global.inventory[myid, 5]));

但globalvar AMMO_AMOUNT没有变化。调试器将其显示为永不改变。

任何人都可以提供一些反馈或第二组眼睛吗?我一直盯着这几个小时,我只是看不出问题。

game-maker gml game-maker-language game-maker-studio-2
1个回答
0
投票

您对AMMO_AMOUNT和带帽的其他名称的使用等效于常量,用作初始值。无论如何,似乎global.inventory [myid,4]中的值已经增加了。因此,如果您想要更改AMMO_AMOUNT的值,您应该明确地执行它,就像您在注释行中一样:// AMMO_AMOUNT + = 5;我希望你没有错误地评论它XD

最后,你的代码应该是这样的:o_buy_ammoHE Left Pressed Event内部,最后一个else块:

else
{
    //audio play sound snd_purchase_complete
    COINS -= global.inventory[myid, 3];
    global.inventory[myid,4]++; 
    AMMO_AMOUNT = global.inventory[myid,4];
}

如果它没有帮助,我会认为一切都按预期工作,你只需要使用global.inventory [myid,4])。

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