I am now trying to:
- Make it so when mysprite overlaps with a tree, it shows its status bar, and when the character walks away it disappears.
I’m actually making some progress! However, now I’ve got this blinking issue of the status bars…
What I did was: on game update every 500ms, the game checks whether mysprite is overlapping with any of the trees. If it ISN’T; it makes ALL the status bars for the trees invisible…
When my sprite overlaps a tree, it makes THAT status bar visible…
I’ve tried putting in a variable with an IF statement on the game update 500ms but I haven’t got it quite right.
Instead of looping over all of them, you just want to turn invisible on for the status bar attached to the sprite you’re checking. Like this:
Omg it seems so obvious now! Thanks.
I am working on a dual-type inventory system…
The first part is with text sprites and the other is with regular sprites… I am using Text Sprites for an inventory system for collectible resources (such as wood, stone, ores etc)
They seem to behave as lists? How can I create an array of an array so that when I want to add more ‘resource’ types, I can just append them to this list?
Here’s the updated source so far… please ignore the random floating sprites (they’re a start of my inventory components…)
@WoodysWorkshop you can just place another array block inside of the first one! We actually did something like this on stream yesterday. We wanted to create a schedule where each day of the week had an array of numbers. Here’s what that code looked like:
The inner loop in this case is filling each day of the week with “-1” which we decided meant “nothing is scheduled”