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Event help

PostPosted: Fri Oct 14, 2005 5:49 pm
by Marko
How could I make the following: :?:
example: I have the actors such as: a tree, a flower, a stone...

For each level I've got, e.g.:

LEVEL_1,3*flower
LEVEL_2,4*flower
Etc.

These actors are randomly distributed in a game, meaning, if I play again on level 1, there will be 3 flowers, but distributed differently.

I don't know how to make an event that would mark the end of a LEVEL (the end is when there are no flowers on the screen)
or the BEGINNING of a game to start the code setting the actors. :cry:

Thank you

Marko

PostPosted: Sun Oct 16, 2005 12:06 am
by brutalDeluxe
Perhaps use an invisible actor to represent the level start position and to generate the random flowers.

You can use "ActorCount" to keep track of how many flowers are remaining.

PostPosted: Sun Oct 16, 2005 8:56 pm
by Marko
Thank you :)

Then it would mean that I add an event "Draw Actor" and action "Script editor"
to the background actor and use "ActorCount" that counts the rest of the flowers _ I understand
that part, but how could I give a sign to an actor making a new level to set up to a level above when for example, a variable flowerscount is on 0?

PostPosted: Mon Oct 17, 2005 2:11 am
by makslane
You can draw "Activation Regions" around your levels.
And move the view to the new level.

PostPosted: Mon Oct 17, 2005 7:25 pm
by Marko
that from "Activation Regions" I go from the main menu into the game
and come back, but when changing levels only the sprites change, and
the background remains the same, so I'm interested if there is a way
to call some global function or an actor that would set up a level.

Thanks, Marko