TolerantX
Active member
Please help me create a tile that changes player to action step when all tiles of that collision type are collected.
Here's the plan.. I want a tile that when it is collected/changes from player colliding with it, it changes to null, then checks for other tiles of the same previous collision type on screen. if there are none, it then changes the player to action step designated Step 7 for the script...
all I could get so far in my file is the following:
Also, please don't suggest I create a variable number and fake a check for the tile collisions by using a pre-set number on each screen to do this. I was thinking of this as well, and probably have code for that already. I was hoping for a tile check routine of some sort...
(SOLVED HERE)
View: https://youtu.be/m5QGhErb5sg
Here's the plan.. I want a tile that when it is collected/changes from player colliding with it, it changes to null, then checks for other tiles of the same previous collision type on screen. if there are none, it then changes the player to action step designated Step 7 for the script...
all I could get so far in my file is the following:
Code:
;; What I want this tile to do, check if it is player object. if it is then it continues ;;
;; It is a prize tile that checks for other prize tiles of the same collision type. ;;
;; when all are collected on the screen it changes the player to action step "victory" ;;
;; in that action step the player will do a "victory" dance while invulnerable then warp to next level ;;
CPX player1_object
BEQ +isPlayer
JMP +notPlayer
+isPlayer
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; BELOW WILL CHANGE TILE AT COLLISION.
ChangeTileAtCollision #$00, #$00
AddValue #$08, myScore, #$5, #$01 ;; this is 50 which is being defined here, 5 digit, in tens place ;;
UpdateHudElement #$03 ;; this is the HUD element for myScore ;;
+notPlayer
RTS
Also, please don't suggest I create a variable number and fake a check for the tile collisions by using a pre-set number on each screen to do this. I was thinking of this as well, and probably have code for that already. I was hoping for a tile check routine of some sort...
(SOLVED HERE)
Last edited: