GML - Not passing through a part of the code











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This is a Trigger Warp code:



if (needEnter) {
if (keyboard_check(vk_enter)) {
audio_play_sound(door_open,0,0);
room_goto(targetRoom);
obj_player.x = targetX;
obj_player.y = targetY;
obj_player.image_index = playerSide
}
else {
if (!instance_exists(obj_msgballoon)) {
balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon);
balloon.balloon_msg = msg_openable_door;
}
playerIsIn = true
}
}
else {
room_goto(targetRoom);
obj_player.x = targetX;
obj_player.y = targetY;
}


The code above triggers the spawn of the obj_msgballoon Instance normally... but something like this doesn't:



if (keyboard_check(vk_enter)) {
if instance_exists(obj_msgballoon) {
if (obj_msgballoon.image_yscale > 1) {
if cooldown < 1 {
instance_destroy(obj_msgballoon)
balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon)
balloon.isTimed = true;
balloon.balloon_msg = msg_locked_door;
cooldown = 15;
}
}
cooldown--;
}
else {
balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon)
balloon.isTimed = true;
balloon.balloon_msg = msg_locked_door;
}
if (!audio_is_playing(locked_door_snd)) {
audio_play_sound(locked_door_snd,0,0);
}
}


Even if I do something like this it does not work:



balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon);
balloon.balloon_msg = msg_openable_door;


I just can't find out the problem... maybe I'm missing something?



Edit: Here it is the code of the obj_msgballoon;



STEP:



if (p) {
sprite_index = ballon_msg;
p = false;
}

if (!isTimed) {
if image_yscale < 1 {
image_yscale += 0.3
}
x = obj_player.x
y = obj_player.bbox_top - 15
} else {
if image_yscale < 1 {
image_yscale += 0.3
}
x = obj_player.x
y = obj_player.bbox_top - 15
if cooldown < 1 {
instance_destroy();
}
cooldown--;
}


CREATE:



image_yscale = 0
p = true;
cooldown = 40;
isTimed = false;
balloon_msg = pointer_null;









share|improve this question
























  • Hey Lucas, have you tried setting breakpoints and used the 'Debug' function? That way you know exactly the location where it doesn't go through the code.
    – Steven
    Nov 12 at 8:56















up vote
0
down vote

favorite












This is a Trigger Warp code:



if (needEnter) {
if (keyboard_check(vk_enter)) {
audio_play_sound(door_open,0,0);
room_goto(targetRoom);
obj_player.x = targetX;
obj_player.y = targetY;
obj_player.image_index = playerSide
}
else {
if (!instance_exists(obj_msgballoon)) {
balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon);
balloon.balloon_msg = msg_openable_door;
}
playerIsIn = true
}
}
else {
room_goto(targetRoom);
obj_player.x = targetX;
obj_player.y = targetY;
}


The code above triggers the spawn of the obj_msgballoon Instance normally... but something like this doesn't:



if (keyboard_check(vk_enter)) {
if instance_exists(obj_msgballoon) {
if (obj_msgballoon.image_yscale > 1) {
if cooldown < 1 {
instance_destroy(obj_msgballoon)
balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon)
balloon.isTimed = true;
balloon.balloon_msg = msg_locked_door;
cooldown = 15;
}
}
cooldown--;
}
else {
balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon)
balloon.isTimed = true;
balloon.balloon_msg = msg_locked_door;
}
if (!audio_is_playing(locked_door_snd)) {
audio_play_sound(locked_door_snd,0,0);
}
}


Even if I do something like this it does not work:



balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon);
balloon.balloon_msg = msg_openable_door;


I just can't find out the problem... maybe I'm missing something?



Edit: Here it is the code of the obj_msgballoon;



STEP:



if (p) {
sprite_index = ballon_msg;
p = false;
}

if (!isTimed) {
if image_yscale < 1 {
image_yscale += 0.3
}
x = obj_player.x
y = obj_player.bbox_top - 15
} else {
if image_yscale < 1 {
image_yscale += 0.3
}
x = obj_player.x
y = obj_player.bbox_top - 15
if cooldown < 1 {
instance_destroy();
}
cooldown--;
}


CREATE:



image_yscale = 0
p = true;
cooldown = 40;
isTimed = false;
balloon_msg = pointer_null;









share|improve this question
























  • Hey Lucas, have you tried setting breakpoints and used the 'Debug' function? That way you know exactly the location where it doesn't go through the code.
    – Steven
    Nov 12 at 8:56













up vote
0
down vote

favorite









up vote
0
down vote

favorite











This is a Trigger Warp code:



if (needEnter) {
if (keyboard_check(vk_enter)) {
audio_play_sound(door_open,0,0);
room_goto(targetRoom);
obj_player.x = targetX;
obj_player.y = targetY;
obj_player.image_index = playerSide
}
else {
if (!instance_exists(obj_msgballoon)) {
balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon);
balloon.balloon_msg = msg_openable_door;
}
playerIsIn = true
}
}
else {
room_goto(targetRoom);
obj_player.x = targetX;
obj_player.y = targetY;
}


The code above triggers the spawn of the obj_msgballoon Instance normally... but something like this doesn't:



if (keyboard_check(vk_enter)) {
if instance_exists(obj_msgballoon) {
if (obj_msgballoon.image_yscale > 1) {
if cooldown < 1 {
instance_destroy(obj_msgballoon)
balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon)
balloon.isTimed = true;
balloon.balloon_msg = msg_locked_door;
cooldown = 15;
}
}
cooldown--;
}
else {
balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon)
balloon.isTimed = true;
balloon.balloon_msg = msg_locked_door;
}
if (!audio_is_playing(locked_door_snd)) {
audio_play_sound(locked_door_snd,0,0);
}
}


Even if I do something like this it does not work:



balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon);
balloon.balloon_msg = msg_openable_door;


I just can't find out the problem... maybe I'm missing something?



Edit: Here it is the code of the obj_msgballoon;



STEP:



if (p) {
sprite_index = ballon_msg;
p = false;
}

if (!isTimed) {
if image_yscale < 1 {
image_yscale += 0.3
}
x = obj_player.x
y = obj_player.bbox_top - 15
} else {
if image_yscale < 1 {
image_yscale += 0.3
}
x = obj_player.x
y = obj_player.bbox_top - 15
if cooldown < 1 {
instance_destroy();
}
cooldown--;
}


CREATE:



image_yscale = 0
p = true;
cooldown = 40;
isTimed = false;
balloon_msg = pointer_null;









share|improve this question















This is a Trigger Warp code:



if (needEnter) {
if (keyboard_check(vk_enter)) {
audio_play_sound(door_open,0,0);
room_goto(targetRoom);
obj_player.x = targetX;
obj_player.y = targetY;
obj_player.image_index = playerSide
}
else {
if (!instance_exists(obj_msgballoon)) {
balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon);
balloon.balloon_msg = msg_openable_door;
}
playerIsIn = true
}
}
else {
room_goto(targetRoom);
obj_player.x = targetX;
obj_player.y = targetY;
}


The code above triggers the spawn of the obj_msgballoon Instance normally... but something like this doesn't:



if (keyboard_check(vk_enter)) {
if instance_exists(obj_msgballoon) {
if (obj_msgballoon.image_yscale > 1) {
if cooldown < 1 {
instance_destroy(obj_msgballoon)
balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon)
balloon.isTimed = true;
balloon.balloon_msg = msg_locked_door;
cooldown = 15;
}
}
cooldown--;
}
else {
balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon)
balloon.isTimed = true;
balloon.balloon_msg = msg_locked_door;
}
if (!audio_is_playing(locked_door_snd)) {
audio_play_sound(locked_door_snd,0,0);
}
}


Even if I do something like this it does not work:



balloon = instance_create_layer(obj_player.x, obj_player.bbox_top, "hud", obj_msgballoon);
balloon.balloon_msg = msg_openable_door;


I just can't find out the problem... maybe I'm missing something?



Edit: Here it is the code of the obj_msgballoon;



STEP:



if (p) {
sprite_index = ballon_msg;
p = false;
}

if (!isTimed) {
if image_yscale < 1 {
image_yscale += 0.3
}
x = obj_player.x
y = obj_player.bbox_top - 15
} else {
if image_yscale < 1 {
image_yscale += 0.3
}
x = obj_player.x
y = obj_player.bbox_top - 15
if cooldown < 1 {
instance_destroy();
}
cooldown--;
}


CREATE:



image_yscale = 0
p = true;
cooldown = 40;
isTimed = false;
balloon_msg = pointer_null;






gml game-maker-language game-maker-studio-2






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edited 2 days ago









Lloyd Nicholson

566




566










asked Nov 11 at 17:53









Lucas Ruiz

11




11












  • Hey Lucas, have you tried setting breakpoints and used the 'Debug' function? That way you know exactly the location where it doesn't go through the code.
    – Steven
    Nov 12 at 8:56


















  • Hey Lucas, have you tried setting breakpoints and used the 'Debug' function? That way you know exactly the location where it doesn't go through the code.
    – Steven
    Nov 12 at 8:56
















Hey Lucas, have you tried setting breakpoints and used the 'Debug' function? That way you know exactly the location where it doesn't go through the code.
– Steven
Nov 12 at 8:56




Hey Lucas, have you tried setting breakpoints and used the 'Debug' function? That way you know exactly the location where it doesn't go through the code.
– Steven
Nov 12 at 8:56

















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